mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-14 17:01:22 +00:00
224 lines
5.6 KiB
HTML
224 lines
5.6 KiB
HTML
|
<html>
|
||
|
<head>
|
||
|
<title>Q3Radiant Editor Manual: Appendix B9</title>
|
||
|
<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
|
||
|
</head>
|
||
|
<body>
|
||
|
<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
|
||
|
<hr>
|
||
|
<h1>Appendix B: Entity Descriptions</h1>
|
||
|
<h2><a name = "weapon">Weapon Entities</a></h2>
|
||
|
|
||
|
<p><div class = "subheading">weapon_bfg</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Big Freaking Gun. Default ammo load
|
||
|
is 20.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_gauntlet</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Melee weapon. No ammo. There is no
|
||
|
reason to place this entity in a map.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_ grapplinghook</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Grappling Hook. Spawns in the game and
|
||
|
works but is unskinned. Does not use ammo.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_grenadelauncher</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Lobs bouncing grenades. Comes with 10
|
||
|
grenades.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_lightning</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Also called the "shaft" by some. Comes
|
||
|
with 100 "shocks"
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_machinegun</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Player automatically starts with this.
|
||
|
Comes with a default load of 100 "shots."
|
||
|
|
||
|
<p><div class = "tip"><b>Design Tip:</b> For a "Rocket Arena" type game, the designer
|
||
|
may wish to use the target_give entity to "give" the player an
|
||
|
ammo_bullets entity with a count of -100 to remove the
|
||
|
machinegun from play.</div>
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_plasmagun</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Comes with 50 shots.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_railgun</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Comes with 10 slugs.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_rocketlauncher</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Comes with 10 rockets.
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">weapon_shotgun</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> blue
|
||
|
|
||
|
<br><b>Dimensions:</b> 32x32
|
||
|
|
||
|
<br><b>Game Function:</b> Also called the "shaft" by some. Comes
|
||
|
with 10 rockets.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>wait:</b> time in seconds before item respawns after being
|
||
|
picked up (default 5, -1 = never respawn).
|
||
|
|
||
|
<br><b>random:</b> random time variance in seconds added or
|
||
|
subtracted from "wait" delay (default 0 - see Notes).
|
||
|
|
||
|
<br><b>count:</b> sets the amount of ammo given to the player when
|
||
|
weapon is picked up.
|
||
|
|
||
|
<br><b>team:</b> set this to team items. Teamed items will respawn
|
||
|
randomly after team master is picked up (see Notes).
|
||
|
|
||
|
<br><b>target:</b> picking up the item will trigger the entity this
|
||
|
points to.
|
||
|
|
||
|
<br><b>targetname:</b> a target_give entity can point to this for
|
||
|
respawn freebies.
|
||
|
|
||
|
<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
|
||
|
for all" and "Tournament" modes.
|
||
|
|
||
|
<br><b>notteam:</b> when set to 1, entity will not spawn in
|
||
|
"Teamplay" and "CTF" modes.
|
||
|
|
||
|
<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
|
||
|
Player mode (bot play mode).
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Check Boxes/Spawnflags</strong>
|
||
|
|
||
|
<br>SUSPENDED : item will spawn where it was placed in map and won't
|
||
|
drop to the floor. Bots will only be attracted to suspended
|
||
|
entities if they are reachable by way of a jump pad or launch pad
|
||
|
(trigger_push).
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Notes</strong>
|
||
|
|
||
|
<br>The amount of time it takes for an item in the team to respawn
|
||
|
is determined by the "wait" value of the item that was picked up
|
||
|
previously. So if one of the items in the team has it's "wait" key
|
||
|
set to -1 (never respawn), the random respawning cycle of the
|
||
|
teamed items will stop after that item is picked up.
|
||
|
|
||
|
|
||
|
|
||
|
<p>When the random key is set, its value is used to calculate a
|
||
|
minimum and a maximum delay. The final time delay will be a random
|
||
|
value anywhere between the minimum and maximum values: (min delay =
|
||
|
wait - random) (max delay = wait + random).
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
<h2><a name = "world">Worldspawn Entity</a></h2>
|
||
|
|
||
|
<div class = "subheading">Worldspawn</div>
|
||
|
|
||
|
Only used for the world. You access the worldspawn entity by
|
||
|
selecting any non-entity brush in your map.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>message:</b> text to print at user logon. Used for name of
|
||
|
level.
|
||
|
|
||
|
<br><b>music:</b> path/name of looping .wav file used for level's
|
||
|
music (eg. music/sonic5.wav). This is for a piece of music
|
||
|
with only one part. To make a song play with both an intro and a
|
||
|
looping portion, the following is the correct form for the music
|
||
|
value:
|
||
|
|
||
|
|
||
|
|
||
|
<ul>music/intro.wav music/loop.wav</ul>
|
||
|
|
||
|
|
||
|
|
||
|
<p><b>ambient:</b> Adds a constant value to overall lighting. Use
|
||
|
not recommended. Ambient light will have a tendency to flatten out
|
||
|
variations in light and shade.
|
||
|
|
||
|
<br><b>_color:</b> This is the normalized formula for RGB
|
||
|
values for ambient light. A value is considered normalized
|
||
|
when it fits in a range between 0 and 1. If you are using a
|
||
|
tool like the Windows color picker, divide the value for each
|
||
|
component of the RGB values by 255. The result will be a
|
||
|
normalized value.
|
||
|
|
||
|
<br><b>gravity:</b> gravity of level (default is normal gravity:
|
||
|
800).
|
||
|
<p align = "center"><a href = "appn_b_8.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_c.htm">Next</a>
|
||
|
</body>
|
||
|
</html>
|