add new entities def
git-svn-id: svn://svn.icculus.org/netradiant/trunk@123 61c419a2-8eb2-4b30-bcec-8cead039b335
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@ -51,6 +51,7 @@ noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sou
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dmg: damage a player who gets crushed by it receives
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dmgtime: interval to apply dmg to a player who is s in the way
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message: death message when a player gets crushed
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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-------- SPAWNFLAGS --------
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X_AXIS: entity will bob along the X axis.
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Y_AXIS: entity will bob along the Y axis.
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@ -71,7 +72,8 @@ health: (default 0) if set to any non-zero value, the button must take damage (a
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Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
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If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches.
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-------- KEYS --------
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message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet
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message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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angle: determines the opening direction
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targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
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health: if set, door must be shot open
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@ -97,7 +99,8 @@ key2: second entity key with one-line description
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t_width: override WIDTH to move back (or height if going down)
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t_length: override LENGTH to move sideways
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dmg: damage to inflict when blocked (2 default)
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message: text to display when activating the door
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message: text to display when activating the door, or death message if dmg is set
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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noise1: sound when opening backwards or closing
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noise2: sound when opening sideways
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noise3: sound when stopping
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@ -140,6 +143,7 @@ sounds: 2 for alternate sound set, -1 for silence, or use the fields below
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sound1: platform starts moving sound
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sound2: platform stop sound
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message: kill message, when someone gets killed by this plat
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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-------- SPAWNFLAGS --------
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CRUSH: crush players hit by the platform instantly
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-------- NOTES --------
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@ -163,6 +167,7 @@ noise: path/name of looping .wav file to play.
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dmg: Do this much dmg every .dmgtime interval when blocked
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dmgtime: See above. (0.25s default)
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message: kill message when crushed by this
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message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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-------- SPAWNFLAGS --------
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X_AXIS: rotate around the X axis
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Y_AXIS: rotate around the Y axis
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@ -193,13 +198,6 @@ speed: default/initial speed of train (default 100 or overridden by speed value
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target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
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*/
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/*QUAKED func_wall (0 .5 .8) ?
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A solid brush entity.
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Behaves just like solid brushes, except that it is a separate entity (a submodel) and can be targeted.
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-------- KEYS --------
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targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
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*/
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/*QUAKED info_location (1 1 0) (-8 -8 -8) (8 8 8)
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Location for use by the %l escape in "say" messages.
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The closest "visible" info_location entity is chosen to find the right location name for a point.
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@ -562,29 +560,25 @@ scale: scale factor of the model (range: 0.0625 to 15.9375)
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colormap: 1024 + 16 * pantscolor + shirtcolor
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velocity: when movetype isn't 0, initial velocity vector
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angles: initial looking direction
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modelscale: scaling factor
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effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
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loddistance1: distance after which to show the first LOD model replacement (default: 1000)
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loddistance2: distance after which to show the second LOD model replacement (default: 2000)
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lodmodel1: file name of the first LOD model replacement
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lodmodel2: file name of the second LOD model replacement
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targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
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-------- Q3MAP2 KEYS --------
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_frame: frame of model to include (set equal to frame if _castshadows is set)
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modelscale: scaling factor (set equal to scale if _castshadows is set)
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_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
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_clonename: template name so one can clone from it
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min: override automatically found minimum coordinate bounds
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max: override automatically found maximum coordinate bounds
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targetname: if targeted by a misc_model, its brushes get inserted into this
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_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
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*/
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/*QUAKED func_static (0 .5 .8) ?
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/*QUAKED func_illusionary (0 .5 .8) ?
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A non-solid brush entity. Use func_wall if you want it solid.
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The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
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-------- KEYS --------
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movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
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solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
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avelocity: vector giving its angular velocity (useful for spinning models)
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scale: scale factor of the model (range: 0.0625 to 15.9375)
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colormap: 1024 + 16 * pantscolor + shirtcolor
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@ -595,9 +589,36 @@ loddistance1: distance after which to show the first LOD model replacement (defa
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loddistance2: distance after which to show the second LOD model replacement (default: 2000)
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lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
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lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
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targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
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-------- Q3MAP2 KEYS --------
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_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
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_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
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_clonename: template name so one can clone from it
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min: override automatically found minimum coordinate bounds
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max: override automatically found maximum coordinate bounds
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targetname: if targeted by a misc_model, its brushes get inserted into this
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_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
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*/
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/*QUAKED func_wall (0 .5 .8) ?
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A solid brush entity. Use func_illusionary if you want it solid.
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The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
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-------- KEYS --------
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movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
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solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
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avelocity: vector giving its angular velocity (useful for spinning models)
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scale: scale factor of the model (range: 0.0625 to 15.9375)
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colormap: 1024 + 16 * pantscolor + shirtcolor
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velocity: when movetype isn't 0, initial velocity vector
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angles: initial looking direction
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effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
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loddistance1: distance after which to show the first LOD model replacement (default: 1000)
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loddistance2: distance after which to show the second LOD model replacement (default: 2000)
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lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
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lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
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targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
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-------- Q3MAP2 KEYS --------
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_frame: frame of model to include (set equal to frame if _castshadows is set)
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modelscale: scaling factor (set equal to scale if _castshadows is set)
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_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
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_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
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@ -736,7 +757,8 @@ Any object touching this will be hurt.
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Has the useful effect of automatically returning flags, keys and runes when they touch it.
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-------- KEYS --------
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dmg: amount of damage to deal (default: 1000)
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message: kill message when someone gets killed by this (default: "was in the wrong place.")
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message: kill message when someone gets killed by this (default: "was in the wrong place")
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message2: kill message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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*/
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/*QUAKED trigger_impulse (.5 .5 .5) ?
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@ -955,6 +977,7 @@ A checkpoint, for the race game mode. Be sure to make them quite long, so they a
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-------- KEYS --------
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cnt: Number of the checkpoint. 0 for finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
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message: Death message, when touching checkpoints in the wrong order.
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message2: Death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
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targetname: Name of the checkpoint. info_player_race can target this to assign a spawn to a checkpoint. Also used for triggering a checkpoint by an event.
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target: when the checkpoint is passed, these entities are triggered. Useful for forcing items in certain areas using trigger_items
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-------- SPAWNFLAGS --------
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@ -1052,13 +1075,13 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin
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model="models/weapons/g_porto.md3"
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*/
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/*QUAKED target_items (0 0 1) ? AND OR ANDNOT
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/*QUAKED target_items (0 0 1) (-8 -8 -8) (8 8 8) AND OR ANDNOT
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Sets the items of any player who triggers this.
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For the number fields, not specifying a value means not changing it. To clear armor, you need to explicitly set "armor" to "-1".
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You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it).
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-------- KEYS --------
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targetname: used to trigger this
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netname: space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "invincible" and "strength"
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netname: space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible" and "strength"
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message: message to print
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ammo_shells: amount of shells
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ammo_nails: amount of bullets
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@ -1073,3 +1096,91 @@ AND: any items not listed will get removed, and none will get added
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OR: the player may keep items not listed
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ANDNOT: the items listed will get removed from the player
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*/
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/*QUAKED target_spawn (1 0 1) (-8 -8 -8) (8 8 8) - ONLOAD
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Spawns or modifies an entity when triggered.
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The entity field list is a single string of the form:
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'field' 'value' 'field' 'value' ... 'classname' 'item_bullets' ... 'field' 'value'
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The special "field" name $ calls a void(void) function, for example a spawn function.
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Special function names available are _setmodel and _setsize.
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Field values can use various variable replacements:
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$E
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$E.field
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$E.field+offset
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$E.field+offset+randomoffset
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where "E" can be self, activator, target (the entity being created/modified) and pusher.
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Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
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{
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"classname" "func_button"
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"angle" "-1"
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"wait" "5"
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"target" "makenex"
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"speed" "1000"
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"lip" "64"
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...
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}
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{
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"classname" "target_spawn"
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"origin" "0 0 448"
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"targetname" "makenex"
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"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
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}
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-------- KEYS --------
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targetname: used to trigger this
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message: entity field list
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target: when set, target_spawn edits entities, instead of creating new ones
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count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
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-------- SPAWNFLAGS --------
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ONLOAD: create a first entity on map load
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*/
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/*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE
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This is a brush model which can be damaged.
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Once all health is consumed it'll disappear and trigger the targeted entity/entities.
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When triggered, it resets to full health, and unbreaks.
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-------- KEYS --------
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health: The damage this trigger can take
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target: The entity/entities to be triggered once this entity gets invisible
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targetname: The name other entities can use to target this entity
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mdl: particle effect name to show when destroyed
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count: particle effect multiplier
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mdl_dead: optional replacement model to show when destroyed
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debris: names of debris models to show when destroyed, separated by spaces
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-------- SPAWNFLAGS --------
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DISABLED: do not allow damaging this until it is first activated
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INDICATE: indicate amount of damage already taken by coloring
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*/
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/*QUAKED trigger_relay_if (0 1 0) (-8 -8 -8) (8 8 8) NEGATE
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Relays the trigger event if a cvar is set to a specified value.
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-------- KEYS --------
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target: The entity/entities to relay the trigger events to
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targetname: The name other entities can use to target this entity
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netname: The name of the cvar to check
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message: The value of the cvar to check
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count: The count of entities that must be found
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-------- SPAWNFLAGS --------
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NEGATE: trigger if the cvar does NOT match the value.
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*/
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/*QUAKED weapon_hlac (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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the Heavy Laser Assault Cannon.
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-------- KEYS --------
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respawntime: time till it respawns (default: 30)
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team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
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-------- SPAWNFLAGS --------
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FLOATING: the item will float in air, instead of aligning to the floor by falling
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/weapons/g_hlac.md3"
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*/
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/*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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the T.A.G. Seeker.
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-------- KEYS --------
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respawntime: time till it respawns (default: 30)
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team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
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-------- SPAWNFLAGS --------
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FLOATING: the item will float in air, instead of aligning to the floor by falling
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-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
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model="models/weapons/g_seeker.md3"
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*/
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