mirror of
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651 lines
21 KiB
HTML
651 lines
21 KiB
HTML
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<html>
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<head>
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<title>Q3Radiant Editor Manual: Appendix B2</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 = "func">Func_* Entities</a></h2>
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Func_Entities include a wider variety of game purposes than
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other entity classes. They are sometimes represented by simple
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function boxes. But many are built out of brushes, patches and
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models. These constructions are sometimes called "b_models", though
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for many of them the word "mover" works as well, since they are
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made to be moving objects in the game world.
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<p><div class = "subheading">func_bobbing</div>
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<b>Map Entity Color:</b> N/A
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<br><b>Dimensions:</b> size of map components used
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<br><b>Game Function:</b> Solid entity that oscillates back and
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forth in a linear motion. By default, it will have an amount of
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displacement in either direction equal to the dimension of the
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brush in the axis in which it's bobbing. Entity bobs on the Z axis
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(up-down) by default. It can also emit sound if the "noise" key is
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set. Will crush the player when blocked.
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<p><strong>Keys</strong>
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<br><b>speed:</b> amount of time in seconds for one complete
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oscillation cycle (default 4).
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<br><b>height:</b> sets the amount of travel of the oscillation
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movement (default 32).
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<br><b>phase:</b> sets the start offset of the oscillation cycle.
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Values must be 0 < phase < 1. Any integer phase value is the
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same as no offset (default 0).
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<br><b>noise:</b> path/name of .wav file to play. Use looping sounds
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only (eg. sound/world/drone6.wav - See Notes).
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<br><b>model2:</b> path/name of model to include (eg:
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models/mapobjects/jets/jets01.md3).
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<br><b>origin:</b> alternate method of setting XYZ origin of sound
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and .md3 model included with entity (See Notes).
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<br><b>light:</b> constantLight radius of .md3 model included with
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entity. Has no effect on the entity's brushes (default 0).
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<br><b>color:</b> constantLight color of .md3 model included with
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entity. Has no effect on the entity's brushes (default 1 1 1).
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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>X_AXIS : entity will bob along the X axis.
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<br>Y_AXIS : entity will bob along the Y axis.
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<p><strong>Notes</strong>
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<br>In order for the sound to be emitted from the location of the
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entity, it is recommended to include a brush with an origin shader
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at its center, otherwise the sound will not follow the entity as it
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moves. Setting the origin key is simply an alternate method to
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using an origin brush. When using the model2 key, the origin point
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of the model will correspond to the origin point defined by either
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the origin brush or the origin coordinate value. The movement of
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the func_bobbing follows a sinoid wave pattern.
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<p><div class = "subheading">func_button</div>
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<b>Map Entity Color:</b> N/A
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<br><b>Dimensions:</b> size of map components used
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<br><b>Game Function:</b> When a button is touched by a player, it
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moves in the direction set by the "angle" key, triggers all its
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targets, stays pressed by an amount of time set by the "wait" key,
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then returns to its original position where it can be operated
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again.
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<p><strong>Keys</strong>
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<br><b>angle:</b> determines the direction in which the button will
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move (up = -1, down = -2).
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<br><b>target:</b> all entities with a matching targetname will be
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triggered.
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<br><b>speed:</b> speed of button's displacement (default 40). Speed
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is in game units per second.
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<br><b>wait:</b> number of seconds button stays pressed (default 1,
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-1 = return immediately).
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<br><b>lip:</b> lip remaining at end of move (default 4 units).
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<br><b>health:</b> if set to a non-zero value, the button must be
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damaged by "health" amount of points to operate.
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<br><b>light:</b> constantLight radius of .md3 model included with
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entity. Has no effect on the entity's brushes (default 0).
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<br><b>color:</b> constantLight color of .md3 model included with
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entity. Has no effect on the entity's brushes (default 1 1 1).
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<br><b>model2:</b> path/name of model to include (eg:
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models/mapobjects/pipe/pipe02.md3).
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<br><b>origin:</b> alternate method of setting XYZ origin of .md3
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model included with entity (See Notes).
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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>Notes</strong>
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<br>Setting the origin key is simply an alternate method to using an
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origin brush. When using the model2 key, the origin point of the
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model will correspond to the origin point defined by either the
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origin brush or the origin coordinate value.
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<p><div class = "subheading">func_door</div>
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<b>Map Entity Color:</b> N/A
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<br><b>Dimensions:</b> size of map components used
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<br><b>Game Function:</b> Normal sliding door entity. By default,
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the door will activate when player walks close to it or when damage
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is inflicted on it. Doors move a distance equal to their dimension
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along the selected angle of travel, minus the "lip" key
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value.
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<p><strong>Keys</strong>
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<br><b>angle:</b> determines the opening direction of door (up
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= -1, down = -2).
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<br><b>speed:</b> determines how fast the door moves (default 100).
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Speed is in game units per second.
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<br><b>wait:</b> number of seconds before door returns (default 2,
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-1 = return immediately - see Notes).
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<br><b>lip:</b> lip remaining at end of move (default 8).
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<br><b>targetname:</b> if set, a func_button or trigger is required
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to activate the door.
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<br><b>health:</b> if set to a non-zero value, the door must be
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damaged by "health" amount of points to activate (default 0).
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<br><b>dmg:</b> damage to inflict on player when he blocks operation
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of door (default 4). Door will reverse direction when blocked
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unless CRUSHER spawnflag is set.
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<br><b>team:</b> assign the same team name to multiple doors that
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should operate together (see Notes).
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<br>light: constantLight radius of .md3 model included with entity.
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Has no effect on the entity's brushes (default 0).
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<br><b>color:</b> constantLight color of .md3 model included with
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entity. Has no effect on the entity's brushes. (default 1 1 1).
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<br><b>model2:</b> path/name of model to include (eg:
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models/mapobjects/pipe/pipe02.md3).
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<br><b>origin:</b> alternate method of setting XYZ origin of .md3
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model included with entity (See Notes).
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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><b>START_OPEN:</b> the door will spawn in the open state and
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operate in reverse.
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<br><b>CRUSHER:</b> door will not reverse direction when blocked and
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will keep damaging player until he dies or gets out of the way.
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<p><strong>Notes</strong>
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<br>Unlike in Quake 2, doors that touch are NOT automatically
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teamed. If you want doors to operate together, you have to team
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them manually by assigning the same team name to all of them.
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Setting wait =-1 for normal touch doors makes them work
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erratically. Use this only for damage-only ("health" key set to
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non-zero value) or targeted doors. Setting the origin key is simply
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an alternate method to using an origin brush. When using the model2
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key, the origin point of the model will correspond to the origin
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point defined by either the origin brush or the origin coordinate
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value.
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<p><div class = "subheading">func_group</div>
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<b>Map Entity Color:</b> Light blue
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<br><b>Dimensions</b>: Determined by dimensions of map
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components.
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<br><b>Game Function:</b> This is not an entity. It is strictly an
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editor utility to group world brushes and patches together for
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convenience (selecting, moving, copying, etc). You cannot group
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entities with this.
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<p><strong>Notes</strong>
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<br>The TAB key can be used to flip through the component pieces of
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a selected func_group entity, isolating individual components.
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<p><div class = "subheading">func_pendulum</div>
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<b>Map Entity Color:</b> Light blue
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<br><b>Dimensions</b>: Determined by dimensions of map
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components.
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<br><b>Game Function:</b> Solid entity that describes a pendulum
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back and forth rotation movement. Rotates on the X axis by default.
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Pendulum frequency is a physical constant based on the length of
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the beam and gravity. Contact with the pendulum instantly kills a
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player.
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<p><strong>Keys</strong>
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<br><b>angle:</b> angle offset of axis of rotation from default X
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axis (default 0/360).
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<br><b>speed:</b> angle of swing arc in either direction from
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initial vertical position (default 30).
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<br><b>phase:</b> sets the start offset of the swinging cycle.
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Values must be 0 < phase < 1. Any integer phase value is the
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same as no offset (default 0).
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<br><b>noise:</b> path/name of .wav file to play. Use looping sounds
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only (eg. sound/world/drone6.wav).
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<br><b>model2:</b> path/name of model to include (eg:
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models/mapobjects/jets/jets01.md3).
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<br><b>origin:</b> alternate method of setting XYZ origin of
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entity's rotation axis and .md3 model included with entity (default
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"0 0 0" - See Notes).
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<br><b>light:</b> constantLight radius of .md3 model included with
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entity. Has no effect on the entity's brushes (default 0).
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<br><b>color:</b> constantLight color of .md3 model included with
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entity. Has no effect on the entity's brushes (default 1 1 1).
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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>Notes</strong>
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<br>You need to have an origin brush as part of this entity. The
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center of that brush will be the point through which the rotation
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axis passes. Setting the origin key is simply an alternate method
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to using an origin brush. Pendulum will rotate along the X axis by
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default. Pendulum cannot rotate along Z axis. The speed of swing
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(frequency) is not adjustable, and the "dmg" key (although set in
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the Q3A maps) has no effect whatsoever. When using the model2 key,
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the origin point of the model will correspond to the origin point
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defined by either the origin brush or the origin coordinate
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value.
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<p><div class = "subheading">func_plat</div>
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<b>Map Entity Color:</b> Light blue
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<br><b>Dimensions</b>: Determined by dimensions of map
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components.
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<br><b>Game Function:</b> This is a rising platform that a player
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can ride to reach higher places. Plats must always be drawn in the
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raised position, so they will operate and be lighted correctly but
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they spawn in the lowered position. The plat will stay in the
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raised position until the player steps off. There are no proper
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sounds for this entity, only beep noises, so sound call paths must
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be adjusted (see Notes).
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<p><strong>Keys</strong>
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<br><b>speed:</b> determines how fast the plat moves (default 150)
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in game units per second.
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<br><b>lip:</b> lip remaining at end of move (default 16). Has no
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effect if "height" is set.
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<br><b>height:</b> if set, this will determine the total amount of
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vertical travel of the plat (see Design Notes).
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<br><b>dmg:</b> damage to inflict on a player when he blocks
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operation of plat (default 4). Plat will reverse direction when
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blocked.
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<br><b>targetname:</b> if set, the trigger that points to this will
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raise the plat each time it fires. The plat raises and comes back
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down a second later if no player is on it.
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<br><b>light:</b> constantLight radius of .md3 model included with
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entity. Has no effect on the entity's brushes (default 0).
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<br><b>color:</b> constantLight color of .md3 model included with
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entity. Has no effect on the entity's brushes (default 1 1 1).
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<br><b>model2:</b> path/name of model to include (eg:
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models/mapobjects/pipe/pipe02.md3).
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<br><b>origin:</b> alternate method of setting XYZ origin of .md3
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model included with entity (See Notes).
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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>Notes</strong>
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<br>By default, the total amount of vertical travel of a platform is
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implicitly determined by the overall vertical size of the brushes
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of which it's made minus the lip value. But if the "height" key is
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used, then the total amount of vertical travel of the plat will be
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exactly that value regardless of the shape and size of the plat and
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regardless of the value of the "lip" key. Using the "height" key is
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the best method for any kind of platforms and the only possible one
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for thin plats which need to travel vertical distances many times
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their own thickness. Setting the origin key is simply an alternate
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method to using an origin brush. When using the model2 key, the
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origin point of the model will correspond to the origin point
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defined by either the origin brush or the origin coordinate
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value.
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<p><div class = "tip"><strong>Design Notes:</strong>
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<br> Clip brushes can be used to create the
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additional size for "thin" plats. Func_plats were pulled from all
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maps in the final build of Quake 3 Arena due to some problems in
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their operation, particularly as it related to bot function.
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The id designers recommend using plats with care and that plats be
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built as "solid" pillar-like lifts (more like those in Doom).
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<br> There is a way to make plats play
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proper sounds. Just create a sound\movers\plats folder under baseq3
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and put 2 sounds named pt1_start.wav and pt1_end.wav in it. Those
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can be the renamed sounds from the Q2 plats or renamed copies of
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the sound\movers\doors sounds you can extract from your pak0.pk3
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file or new custom sounds if you're up to it. Thanks to Fragzilla
|
||
|
for the tip.</div>
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">func_rotating</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> Light blue
|
||
|
|
||
|
<br><b>Dimensions</b>: Determined by dimensions of map
|
||
|
components.
|
||
|
|
||
|
<br><b>Game Function:</b> Solid entity that rotates continuously.
|
||
|
Rotates on the Z axis by default and requires an origin brush. It
|
||
|
will always start on in the game and is not targetable.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>speed:</b> determines how fast entity rotates (default
|
||
|
100).
|
||
|
|
||
|
<br><b>noise:</b> path/name of .wav file to play. Use looping sounds
|
||
|
only (eg. sound/world/drone6.wav).
|
||
|
|
||
|
<br><b>model2:</b> path/name of model to include (eg:
|
||
|
models/mapobjects/bitch/fembotbig.md3).
|
||
|
|
||
|
<br><b>origin:</b> alternate method of setting XYZ origin of
|
||
|
entity's rotation axis and .md3 model included with entity (default
|
||
|
"0 0 0" - See Notes).
|
||
|
|
||
|
<br><b>light:</b> constantLight radius of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 0).
|
||
|
|
||
|
<br><b>color:</b> constantLight color of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 1 1 1).
|
||
|
|
||
|
<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><b>X_AXIS:</b> entity will rotate along the X axis.
|
||
|
|
||
|
<br>Y<b>_AXIS:</b> entity will rotate along the Y axis.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Notes</strong>
|
||
|
|
||
|
<br>You need to have an origin brush as part of this entity. The
|
||
|
center of that brush will be the point through which the rotation
|
||
|
axis passes. Setting the origin key is simply an alternate method
|
||
|
to using an origin brush. It will rotate along the Z axis by
|
||
|
default. You can check either the X_AXIS or Y_AXIS box to change
|
||
|
that
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">func_static</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> N/A
|
||
|
|
||
|
<br><b>Dimensions:</b> Determined by components
|
||
|
|
||
|
<br><b>Game Function:</b> Static solid bspmodel. Can be used for
|
||
|
conditional walls and models for different game types.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>model2:</b> path/name of model to include (eg:
|
||
|
models/mapobjects/bitch/fembotbig.md3).
|
||
|
|
||
|
<br><b>light:</b> constantLight radius of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 0).
|
||
|
|
||
|
<br><b>color:</b> constantLight color of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 1 1 1).
|
||
|
|
||
|
<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>Notes</strong>
|
||
|
|
||
|
<br>When using the model2 key, the origin point of the model will
|
||
|
correspond to the origin point defined by either the origin brush
|
||
|
or the origin coordinate value. Because the map has only a single
|
||
|
bot navigation file, Func_Statics cannot be used to make
|
||
|
significant changes in game play flow between differing game
|
||
|
types.
|
||
|
|
||
|
|
||
|
|
||
|
<br><div class = "subheading">func_timer</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> Dark blue (0.3 0.1 0.6)
|
||
|
|
||
|
<br><b>Dimensions:</b> (-8 -8 -8) (8 8
|
||
|
8)
|
||
|
|
||
|
<br><b>Game Function:</b> Time delay trigger that will continuously
|
||
|
fire its targets after a preset time delay. The time delay can also
|
||
|
be randomized. When triggered, the timer will toggle on/off.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>wait:</b> delay in seconds between each triggering of its
|
||
|
targets (default 1).
|
||
|
|
||
|
<br><b>random:</b> random time variance in seconds added or
|
||
|
subtracted from "wait" delay (default 0 - see Notes).
|
||
|
|
||
|
<br><b>target:</b> this points to the entities to trigger.
|
||
|
|
||
|
<br><b>targetname:</b> a func_button or trigger that points to this
|
||
|
will toggle the timer on/off when activated.
|
||
|
|
||
|
<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><b>START_ON:</b> timer will start on in the game and
|
||
|
continuously fire its targets.
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Notes</strong>
|
||
|
|
||
|
<br>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).
|
||
|
|
||
|
|
||
|
|
||
|
<p><div class = "subheading">func_train</div>
|
||
|
|
||
|
<b>Map Entity Color:</b> (0 .5 .8)
|
||
|
|
||
|
<br><b>Dimensions:</b> Determined by
|
||
|
components<b><o:p><b></b></o:p></b>
|
||
|
|
||
|
<br><b>Game Function:</b> Trains are moving solids that follow a
|
||
|
string of path_corner entities. Trains in Q3A are very basic, they
|
||
|
also require an origin brush (see Notes).
|
||
|
|
||
|
|
||
|
|
||
|
<p><strong>Keys</strong>
|
||
|
|
||
|
<br><b>speed:</b> speed of displacement of train (default 100 or
|
||
|
overridden by speed value of path).
|
||
|
|
||
|
<br><b>target:</b> this points to the first path_corner of the path
|
||
|
which is also the spawn location of the train's origin.
|
||
|
|
||
|
<br><b>model2:</b> path/name of model to include (eg:
|
||
|
models/mapobjects/pipe/pipe02.md3).
|
||
|
|
||
|
<br><b>origin:</b> alternate method of setting XYZ origin of the
|
||
|
train's brush(es) and .md3 model included with entity (See
|
||
|
Notes).
|
||
|
|
||
|
<br><b>light:</b> constantLight radius of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 0).
|
||
|
|
||
|
<br><b>color:</b> constantLight color of .md3 model included with
|
||
|
entity. Has no effect on the entity's brushes (default 1 1 1).
|
||
|
|
||
|
<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>Notes</strong>
|
||
|
|
||
|
<br>1. Trains always start on in the game.
|
||
|
|
||
|
<br>2. Trains do not damage the player when blocked.
|
||
|
|
||
|
<br>3. Trains cannot emit sound.
|
||
|
|
||
|
<br>4. Trains are not triggerable or toggle-able.
|
||
|
|
||
|
<br>5. Trains cannot be block-stopped just by getting in their way,
|
||
|
the player must be wedged between the train and another obstacle to
|
||
|
block it.
|
||
|
|
||
|
|
||
|
|
||
|
<p>Setting the origin key is simply an alternate method to using an
|
||
|
origin brush. When using the model2 key, the origin point of the
|
||
|
model will correspond to the origin point defined by either the
|
||
|
origin brush or the origin coordinate value.
|
||
|
<p align = "center"><a href = "appn_b_1.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_3.htm">Next</a>
|
||
|
</body>
|
||
|
</html>
|