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228 lines
6.9 KiB
HTML
228 lines
6.9 KiB
HTML
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<title>Q3Radiant Editor Manual: Appendix B1</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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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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This Section owes much of the background and testing research to three dedicated Quake Engine editing supporters, <i>Suicide20</i>, <i>inolen</i>, and <i>EuteTic</i>. It is based on version 1.1 (12/22/99) of a document that they created and gave us permission to include with the official id editor documents.
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<p>"Keys" are keywords that represent the in-game properties of an
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entity. Some are flags that determine whether an entity will
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appear in a particular game play mode. Others define extents or
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rates for entity movement. Others establish how much of some game
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effect will occur (example: damage) or how long to wait until an
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event occurs or can reoccur.
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<p>With the exception of properties that can be set by checkboxes,
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the map maker will need to type in keys (names for game function
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properties) and their values (numbers or strings) into fields
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within the entities window.
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<p>Keys that are set by checkboxes in the editor are called
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"Spawnflags" and will be shown in All Caps. The rest are shown in
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lowercase, as they should be typed into the editor field.
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<h2><a name = "basinfo">Basic Key information</a></h2>
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<b>Angle:</b> This is the direction of facing or direction of
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movement for an entity. Set this value with the Angle buttons on
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the entity window. The angle value can be typed in as any positive
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value between 1 and 360.
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<p><b>Color:</b> This key only affects md3 models that are built
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into func_entities. The color is the color of light used to
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illuminate the model. It is expressed as a normalized three
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digit RGB formula.
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<p><b>Entity Dimensions:</b> The minimum and maximum coordinate
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dimensions of the entity box.
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<p><b>Light:</b> This key only affects md3 models that are built
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into func_entities.
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<p><b>Map Entity Color:</b> This is the color of the generic entity
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box used to represent the entity in the map editor.
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<h2><a name = "ammo">Ammo_* Entities</a></h2>
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The properties for ammo entities are all very similar.
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<p><b>Map Entity Color:</b> Blue
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<br><b>Entity Dimensions:</b> (-16 -16 -16) (16 16 16)
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<p>These are ammunition boxes for weapons in the game. They can be
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represented by either a blue entity box, or the ammo box model
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itself. With the exception of the type and amount of ammo given to
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the player upon pick up, all ammo entities have the same
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properties.
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<p><div class = "subheading">ammo_bfg</div>
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<b>Game Function</b>: BFG ammo. Gives the player 15 shots by
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default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 15).
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<p><div class = "subheading">ammo_bullets</div>
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<b>Game Function:</b> Machine Gun ammo. Gives the player 50
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shots by default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 50).
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<p><div class = "subheading">ammo_cells</div>
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<b>Game Functions:</b> Plasma Gun ammo. Gives the player 30
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shots by default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 30).
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<p><div class = "subheading">ammo_grenades</div>
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<b>Game Function:</b> Grenade Launcher ammo. Gives the player 5
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shots by default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 5).
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<p><div class = "subheading">ammo_lightning</div>
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<b>Game Function:</b> Lightning Gun ammo. Gives the player 60
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shots by default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 60).
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<p><div class = "subheading">ammo_rockets</div>
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<b>Game Function:</b> Rocket Launcher ammo. Gives the player 5
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shots by default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 5).
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<p><div class = "subheading">ammo_shells</div>
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<b>Game Function:</b> Shotgun ammo. Gives the player 10 shots by
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default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 10).
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<p><div class = "subheading">ammo_slugs </div>
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<b>Game Function:</b> Railgun ammo. Gives the player 10 shots by
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default.
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<p><strong>Custom Keys</strong>
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<br><b>count:</b> sets the amount of ammo given to the player when
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picked up (default 10).
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<p><strong>Common Keys</strong>
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<br><b>wait:</b> time in seconds before the item respawns after
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being picked up (default 40, -1 = never respawn).
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<br><b>random:</b> random time variance in seconds added or
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subtracted from "wait" delay (default 0 - see Notes).
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<br><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><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. Set by Checkbox. Bots will only be attracted to
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suspended entities if they are reachable by way of a jump pad or
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launch pad (trigger_push).
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<p><strong>Notes</strong>
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<br>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 = "tip"><strong>Design Notes</strong>
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<br>An ammo item can be given a negative "count" value. Taking away
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ammo in combat would be a bad idea but in combination with a
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target_give entity, it can be used to set up games mods like Rocket
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Arena by removing the machinegun ammunition from a player when he
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spawns into the map.</div>
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<p align = "center"><a href = "appn_a.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_2.htm">Next</a>
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</body>
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</html>
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