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224 lines
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<title>Q3Radiant Editor Manual: Appendix B9</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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<h2><a name = "weapon">Weapon Entities</a></h2>
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<p><div class = "subheading">weapon_bfg</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Big Freaking Gun. Default ammo load
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is 20.
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<p><div class = "subheading">weapon_gauntlet</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Melee weapon. No ammo. There is no
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reason to place this entity in a map.
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<p><div class = "subheading">weapon_ grapplinghook</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Grappling Hook. Spawns in the game and
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works but is unskinned. Does not use ammo.
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<p><div class = "subheading">weapon_grenadelauncher</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Lobs bouncing grenades. Comes with 10
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grenades.
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<p><div class = "subheading">weapon_lightning</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Also called the "shaft" by some. Comes
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with 100 "shocks"
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<p><div class = "subheading">weapon_machinegun</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Player automatically starts with this.
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Comes with a default load of 100 "shots."
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<p><div class = "tip"><b>Design Tip:</b> For a "Rocket Arena" type game, the designer
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may wish to use the target_give entity to "give" the player an
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ammo_bullets entity with a count of -100 to remove the
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machinegun from play.</div>
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<p><div class = "subheading">weapon_plasmagun</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Comes with 50 shots.
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<p><div class = "subheading">weapon_railgun</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Comes with 10 slugs.
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<p><div class = "subheading">weapon_rocketlauncher</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Comes with 10 rockets.
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<p><div class = "subheading">weapon_shotgun</div>
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<b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> 32x32
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<br><b>Game Function:</b> Also called the "shaft" by some. Comes
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with 10 rockets.
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<p><strong>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 5, -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>count:</b> sets the amount of ammo given to the player when
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weapon is picked up.
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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>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. 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>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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<h2><a name = "world">Worldspawn Entity</a></h2>
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<div class = "subheading">Worldspawn</div>
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Only used for the world. You access the worldspawn entity by
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selecting any non-entity brush in your map.
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<p><strong>Keys</strong>
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<br><b>message:</b> text to print at user logon. Used for name of
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level.
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<br><b>music:</b> path/name of looping .wav file used for level's
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music (eg. music/sonic5.wav). This is for a piece of music
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with only one part. To make a song play with both an intro and a
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looping portion, the following is the correct form for the music
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value:
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<ul>music/intro.wav music/loop.wav</ul>
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<p><b>ambient:</b> Adds a constant value to overall lighting. Use
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not recommended. Ambient light will have a tendency to flatten out
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variations in light and shade.
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<br><b>_color:</b> This is the normalized formula for RGB
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values for ambient light. A value is considered normalized
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when it fits in a range between 0 and 1. If you are using a
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tool like the Windows color picker, divide the value for each
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component of the RGB values by 255. The result will be a
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normalized value.
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<br><b>gravity:</b> gravity of level (default is normal gravity:
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800).
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<p align = "center"><a href = "appn_b_8.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_c.htm">Next</a>
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</body>
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</html> |