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487 lines
14 KiB
HTML
487 lines
14 KiB
HTML
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<html>
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<head>
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<title>Q3Radiant Editor Manual: Appendix B5</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 = "item">Item_* Entities</a></h2>
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Most of the properties for item entities are the same and are
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listed immediately below. Properties that are unique to specific
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entities follow those entries.
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<p><strong>Shared Keys (for all item entities)</strong>
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<br>All the entities in this grouping can have the following
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keys.
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<p><b>team:</b> set this to team items. Teamed items will respawn
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randomly after team master is picked up (see Notes).
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<br><b>target:</b> picking up the item will trigger the entity this
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points to.
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<br><b>targetname:</b> a target_give entity can point to this for
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respawn freebies.
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<br><b>notbot:</b> when set to 1, a bot will never seek out this
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item.
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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>Two other keys, wait and count, do not apply to all entities and
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are described as they apply to individual entity types.
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<p><strong>Check Boxes/Spawnflags</strong>
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<br>SUSPENDED: item will spawn where it was placed in map and won't
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drop to the floor. Bots will only be attracted to suspended
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entities if they are reachable by way of a jump pad or launch pad
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(trigger_push).
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<p><strong>Notes</strong>
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<br><b>Team:</b> Just as you would set doors to work together with
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the "team" key, you can do the same for item, weapon and ammo
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entities. Give each entity in the team the same key value (example:
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"team" "powerups"). The game randomly selects which team member
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respawns next. You can set your own wait times. You can skew the
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weighting towards a particular item by including multiple copies of
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it. Example: 1 quad and 2 hastes in a team mean a greater chance
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that a haste entity will appear next.
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<p>The amount of time it takes for an item in the team to respawn
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is determined by the "wait" value of the item that was picked up
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previously. So if one of the items in the team has it's "wait" key
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set to -1 (never respawn), the random respawning cycle of the
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teamed items will stop after that item is picked up.
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<p>When the random key is set, its value is used to calculate a
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minimum and a maximum delay. The final time delay will be a random
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value anywhere between the minimum and maximum values: (min delay =
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wait - random) (max delay = wait + random).
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<p><div class = "subheading">item_armor_body</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Red Armor - 100 points of protection. All
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armor can be cumulated up to a maximum of 200 points and slowly
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decays back to 100 points.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 25, -1 = never respawn).
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<p><div class = "subheading">item_armor_combat</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Yellow Armor - 50 points of protectiong.
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All armor can be cumulated up to a maximum of 200 points and slowly
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decays back to 100 points.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 25, -1 = never respawn).
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<p><div class = "subheading">item_armor_shard</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Green Armor Shard - 5 points of
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protection. All armor can be cumulated up to a maximum of 200
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points and slowly decays back to 100 points.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 25, -1 = never respawn).
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<p><div class = "subheading">Item_botroam</div>
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<b>Map Entity Color:</b> orange
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> An invisible entity that attracts a bot to
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it. Used to move bots to parts of a map that might otherwise not be
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used.
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<p><strong>Custom Keys</strong>
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<br><b>Weight:</b> non-zero floating point value, most often in the
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range 0 to 400. Very low values are unlikely to attract a bot to
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that area, since most bots have "desires" that attract them to
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other game entities. (Higher values are allowed but keep in mind
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that the bot should also be attracted to normal items. Don't
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make the weight value too high.
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<p><strong>Notes</strong>
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<br>The item_botroam entity can be used when a bot does not roam the
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whole level or prefers to go to only specific areas. But don't
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confuse these items with "way points". They are more like magnets.
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This (invisible) item can be placed in a map just like regular
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items. Nobody can actually pick up the item it's only used to
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attract bots to certain places of the map. The value is the weight
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of the roam_item is relative to the weight assigned other items in
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the map (each bot has its own weights). The bot character specific
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item weights are stored with the bot characters in the
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botfiles/bots/ sub-folder in the .pk3 file.
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<p>When a bot should never go for a specific item the key "notbot"
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with value "1" can be used for that item. This key with value can
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be used for every available item in Quake III Arena.
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<p><div class = "tip"><b>Design Tip:</b> Wait to place these items until you've done a
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significant amount of live play testing on the final map against
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bots. Observe a bot-only match. See which parts of the map they
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DON'T use frequently. Use bot_roam entities to encourage the
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bots to follow more paths through the map. Example: In one of id's
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CTF maps, it was eventually observed that bots were most likely to
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use only one entrance when assaulting the base. Placement of
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item_botroam entities along the other entrance paths might have
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solved this.</div>
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<p><div class = "subheading">item_enviro</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Battle Suit power-up. Lasts 30 seconds.
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Battle suit provides full protection against explosion radius
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damage, slime, and lava damage. It gives partial protection against
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falling, and direct rocket hits.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds that power-up will last when
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picked up (default 30).
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<p><div class = "subheading">item_flight</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Flight power-up. Lasts 60 seconds. Will
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not appear in single player games. Bots do not understand its
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use.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds power-up will last when picked up
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(default 60).
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<p><div class = "subheading">item_haste</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Speed power-up. Makes player run at double
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speed for 30 seconds.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds power-up will last when picked up
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(default 30).
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<p><div class = "subheading">item_health</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Yellow cross bubble - 25 Health. Cannot be
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picked up over 100 health.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 35, -1 = never respawn).
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<br><b>count:</b> sets the amount of health points given to the
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player when item is picked up (default 25).
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<p><div class = "subheading">item_health_large</div>
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<b>Map Entity Color:</b> blue <b></b>
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Gold cross bubble - 50 Health. Cannot be
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picked up over 100 health.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 35, -1 = never respawn).
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<br><b>count:</b> sets the amount of health points given to the
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player when item is picked up (default 50).
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<p><div class = "subheading">item_health_mega</div>
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<b>Map Entity Color:</b> blue <b></b>
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Blue M bubble - 100 Health. Adds 100
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health points to current health up to a maximum of 200.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 40, -1 = never respawn).
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<br><b>count:</b> sets the amount of health points given to the
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player when item is picked up (default 100).
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<p><div class = "subheading">item_health_small</div>
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<br><b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Green cross bubble - 5 Health. Can be
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picked up to give over 100 health but slowly decays back to
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100.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 35, -1 = never respawn).
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<br><b>count:</b> sets the amount of health points given to the
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player when item is picked up (default 5).
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<p><div class = "subheading">item_invis</div>
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<b>Map Entity Color: blue</b>
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Invisibility power-up. Lasts 30
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seconds.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds power-up will last when picked up
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(default 30).
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<br>team : set this to team items. Teamed items will respawn
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randomly after team master is picked up (see Notes).
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<p><div class = "subheading">item_quad</div>
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<b>Map Entity Color:</b> blue <b></b>
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Quad Damage power-up (3 times damage).
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Lasts 30 seconds.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds power-up will last when picked up
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(default 30).
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<p><div class = "subheading">item_regen</div>
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<b>Map Entity Color:</b> blue <b></b>
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<br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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<br><b>Game Function:</b> Health Regeneration power-up. This will
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boost your current health by 5 points every second up to a maximum
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of 200. The boost continues for a period of 30 seconds. Aftewards,
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any health points over 100 slowly decay back to 100.
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<p><strong>Custom Keys</strong>
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<br><b>wait:</b> time in seconds before item respawns after being
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picked up (default 120, -1 = never respawn).
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<br><b>count:</b> time in seconds power-up will last when picked up
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(default 30).
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<h2><a name = "light">Light Entity</a></h2>
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<p><div class = "subheading">light</div>
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<b>Map Entity Color:</b> bright green (see Notes)
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<br><b>Dimensions</b>: (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Non-displayed light entity. The default
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condition emits white light in all directions at a value of 300.
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The apparent brightness of the light is modeled on "real world"
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physics, so the falloff in brightness willl be an inverse square of
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distance from the source. It can be colored. It can be targeted on
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an info_null entity to make a spotlight.
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<p><strong>Keys</strong>
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<br><b>light:</b> value of light intensity (default 300).
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<br><b>_color:</b> weighted RGB value of light color (default white
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- 1 1 1).
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<br><b>target:</b> point this to an target_position, info_null or
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info_notnull to create a spotlight effect.
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<br><b>radius:</b> sets radius of light cone for spotlights (default
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64) in game units. Radius measurement is made at the targeted
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entity. Light must target an info_null entity (info_nulls are only
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used by the compiler and need not be "remembered" by the game
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engine during play).
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<p><strong>Check Boxes/Spawnflags</strong>
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<br>LINEAR: light falloff will be linear instead of inverse square
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of distance from source.
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<p><strong>Notes</strong>
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<ul><li>Linear fall off will not make much difference on low value
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lights. Useful on high value lights where the light travels long
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distances.
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<li>If the "Light drawing" preference is selected (under
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|
Preferences), the editor shows the light entities as diamond shaped
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pieces the color of the light they cast. If not, they are light
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yellow green cubes.</ul>
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<p><strong>Coloring Lights</strong>
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<br>To quickly change the color of a light entity, use on of the
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following methods.
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<ol><li><b>CTRL + k:</b> With the entity
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window open, select a light entity in either the map or camera
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window. Press CTRL + k. This brings up the windows color selector.
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Select a color and choose "OK". The editor automatically
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|
normalizes the light colors.
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<li><b>Sample Texture:</b> Select the light
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|
entity. Select a texture in either the texture window or the camera
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|
window. Hit SHIFT + middle mouse button.
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|
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<li><b>Manual Entry:</b> Type in the value
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for the key _color as a 3 numbers between 0 and 1 (inclusive).
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<li><b>Copy Existing:</b> Select another
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|
light entity whose color value the user would like to duplicate. In
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the editor window, lef click on the key "_color". Now select the
|
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|
light entity to be colored. Hit ENTER.</ol>
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<p align = "center"><a href = "appn_b_4.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_6.htm">Next</a>
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