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209 lines
6.2 KiB
HTML
209 lines
6.2 KiB
HTML
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<title>Q3Radiant Editor Manual: Appendix B4</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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</head>
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<body>
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1>Appendix B: Entity Descriptions</h1>
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<h2><a name = "info">Info_* Entities</a></h2>
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<p><div class = "subheading">info_camp</div>
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<b>Map Entity Color:</b> Dark green (0 0.5 0)
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This atttracts bots which have a camping
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preference in their A.I. characteristics. It should be placed at
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least 32 units away from any brush surface.
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<p><strong>Keys</strong>
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<br><b>range:</b> number of units that the bot can move away from
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camp entity while camping on it.
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<br><b>weight:</b> number that is compared against the weight
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assigned to all the other camp spots in the map to determine if a
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bot chooses to camp there. The value is normalized against all
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other weight values.
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<p><strong>Notes</strong>
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<br>Examples of Q3A bots which have a high camping preference are:
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Razor, Tank Jr., Grunt, Patriot and Doom. Examples of Q3A bots
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which have a low camping preference are: Klesk, Mynx, Sarge, Keel
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and Xaero. Info_Camp entities should be reachable by "normal"
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means, including relatively non-complex rocket jumps.
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<p><div class = "subheading">info_notnull</div>
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<b>Map Entity Color:</b> Dark green (0 0.5 0)
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Used as a positional target for entities
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that can use directional pointing. A target_position can be used
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instead of this but was kept in Q3A for legacy purposes.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> must match the target key of entity that uses
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this for pointing.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><div class = "subheading">info_null</div>
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<b>Map Entity Color:</b> Dark green (0 0.5 0)
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Used as a positional target for light
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entities to create a spotlight effect. A target_position can be
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used instead of this but was kept in Q3A for legacy purposes.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> must match the target key of entity that uses
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this for pointing.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).*/
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<p><div class = "subheading">info_player_deathmatch</div>
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<b>Map Entity Color:</b> Pink (1 0 0)
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<br><b>Dimensions:</b> (-16 -16 -24) (16 16 32)
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<br><b>Game Function:</b> Normal player spawning location for Q3A
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levels.
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<p><strong>Keys</strong>
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<br><b>angle:</b> direction in which player will look when spawning
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in the game. Does not apply to bots.
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<br><b>target:</b> this can point at a target_give entity for
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respawn freebies.
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<br><b>nobots:</b> when set to 1, bots will never use this spawn
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point to respawn in the game.
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<br><b>nohumans:</b> when set to 1, human players will never use
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this spawn point to respawn in the game.
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<br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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for all" and "Tournament" modes.
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<br><b>notteam:</b> when set to 1, entity will not spawn in
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"Teamplay" and "CTF" modes.
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<br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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Player mode (bot play mode).
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<p><strong>Check Boxes/Spawnflags</strong>
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<br>INITIAL: makes the spawnpoint the initial place for the player
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to spawn at the beginning of the game. This is also where the
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player spawns as a spectator.
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<p><div class = "tip"><b>Design Tip:</b> If you include an
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info_player_deathmatch entity in a CTF map, players from both teams
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can respawn at that location. Great for placing respawn spots in
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contested central battleground areas.</div>
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<p><div class = "subheading">info_player_intermission</div>
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<b>Map Entity Color:</b> Pink (1 0 1)
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Camera for intermission screen between
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matches. This also automatically generates the podium for bot arena
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matches (see Notes). Can be aimed by setting the "angles" key or
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targeting an pointing to an aiming entity. Use only one per
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level.
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<p><strong>Keys</strong>
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<br><b>angles:</b> alternate "pitch, yaw, roll" angles method of
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aiming intermission camera (default 0 0 0).
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<br><b>target:</b> point this to an info_notnull or target_position
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entity to set the camera's pointing angles.
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<p><strong>Notes</strong>
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<br>In Single Player bot arena matches, the podium for the 1st, 2nd
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and 3rd place players at the end of the match is generated by this
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entity. The podium's origin will automatically be located 128 units
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in the direction of the camera's view and 84 units down from the y
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height of the view line at that point. It will also always be
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generated on a level plane regardless of the pointing angle of the
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camera so if that angle is too steep, part of the podium model
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might not be visible. If the origin point of the podium model is
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inside brush geometry, the podium will not draw. Make sure you
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leave at least 106 units of free space in front of where the camera
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points to otherwise the podium model won't be visible at all.
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<p><div class = "subheading">info_player_start</div>
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<b>Map Entity Color:</b> Red (1 0 0)
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<br><b>Dimensions:</b> (-16 -16 -24) (16 16 32)
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<br><b>Game Function:</b> Player spawn location. It works in Quake
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III Arena, but is not used in the id maps. Use
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info_player_deathmatch instead.
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<p><strong>Keys</strong>
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<br><b>angle:</b> direction in which player will look when spawning
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in the game.
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<br><b>target:</b> this can point at a target_give entity for
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respawn freebies.
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<p align = "center"><a href = "appn_b_3.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_5.htm">Next</a>
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</body>
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</html>
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