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637 lines
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18 KiB
HTML
637 lines
No EOL
18 KiB
HTML
<html>
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<head>
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<title>Q3Radiant Editor Manual: Appendix B7</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 = "target">Target_* Entities</a></h2>
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<div class = "subheading">target_delay</div>
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<b>Map Entity Color:</b> aqua
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> The target_delay trigger is an
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intermediary time delay trigger. Like a target_relay (see below),
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this can only be fired by other triggers which will, in turn, cause
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it to fire its own targets
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<p><strong>Keys</strong>
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<br><b>targetname:</b> activating trigger points to this.
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<br><b>target:</b> this points to entities to activate when this
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entity is triggered.
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<br><b>wait:</b> delay in seconds from when this gets triggered to
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when it fires its own targets (default approx. 1).
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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>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>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">target_give</div>
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<b>Map Entity Color:</b> red
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This is used to give ammo, weapons, health
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or items to the player who activates it.
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<p><strong>Keys</strong>
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<br><b>target:</b> this points to the item(s) to give when
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activated.
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<br><b>targetname:</b> activating trigger or spawn entity points to
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this.
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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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<ul><li>There are 2 ways to use this entity.
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<ol type = "a"><li>To automatically give items to players when they spawn
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in the game: make a spawn location entity like
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info_player_deathmatch or CTF respawn points target this entity,
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then make it target the item(s) to give to the player upon
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respawn.
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<li>To give items to players during the game: make a
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trigger_multiple target this entity, then make it target the
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item(s) to give to the player when the trigger is touched. This is
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how the column of health and armor in Q3DM10 works.</ol>
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<li>Items targeted to be given are not seen in the map.</ul>
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<p><div class = "subheading">target_kill</div>
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<b>Map Entity Color:</b> gray
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This will kill the player who activates
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the trigger that fires this target.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> the activating trigger points to this.
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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">target_laser</div>
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<br><b>Map Entity Color:</b> red
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Generates a red laser beam. I think this
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can somehow spawn in the game, I saw it once but it's too
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inconsistent to be usable. Commented out.
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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 laser (default 0 0 0).
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<br><b>target:</b> point this to a target_position entity to set the
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laser's aiming direction.
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<br><b>targetname:</b> the activating trigger points to this.
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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>START_ON: when set, the laser will start on in the game.
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<p><strong>Notes</strong>
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<br>Since none of the game maps in Quake III Arena used this
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function, it is not likely to be a functioning entity.
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<p><div class = "subheading">target_location</div>
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<b>Map Entity Color:</b> Dark Green
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Location marker used by bots and players
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for team orders and team chat in the course of Teamplay games. The
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closest target_location in sight is used for the location. If none
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is in sight, the closest in distance is used.
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<p><strong>Keys</strong>
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<br><b>Message:</b> name of the location (text string).
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Displayed in parentheses in front of all team chat and order
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messages. Shorter is better.
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<br><b>count:</b> color of the location text displayed in
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parentheses during team chat. Set to 0-7 for color.
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<ul>0 : white (default)
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<br>1 : red
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<br>2 : green
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<br> 3 : yellow
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<br> 4 : blue
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<br> 5 : cyan
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<br> 6 : magenta
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<br> 7 : white</ul>
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<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 = "tip"><b>Design Tips:</b> The target locations are "line-of-sight." If
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a player can "see" it, and that target is the closest to the
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player, then that location message is displayed. Be
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conservative in placing location markers. Because of the way the
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location code is implemented, it causes a large amount of data to
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be transmitted regularly. It has been explained that the game
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serrver has to constantly keep track of, and update to the clients,
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a data table equal to all the location markers multiplied by all
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the players. Not only that, but it must calculate line of sight
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from players to location markers and calculate the distance from
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the location marker.
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<br> Place the target locations in such a way that the entity can be
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"seen" from most, if not all, the positions that a player can stand
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in when it is inside that area. Fewer are better, even if it
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means that occasionally, a team mate is in an unknown location.</div>
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<p><div class = "subheading">target_position</div>
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<b>Map Entity Color:</b> Dark Green
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<br><b>Dimensions:</b> (-4 -4 -4) (4 4 4)
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<br><b>Game Function:</b> This is an aiming target for entities like
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light, misc_portal_camera, and trigger_push (jump pads and launch
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pads) in particular.
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<p><strong>Keys</strong>
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<br><b>Targetname:</b> the entity that requires an aiming direction
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points to this.
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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>Use this as the target for any entity that must be actively
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targeted during the game (do not use it as a target for
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spotlights).
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<br>See Tips, Tricks and Tutorials for the method used to make jump
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pads.
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<p><div class = "subheading">target_print</div>
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<br><b>Map Entity Color:</b> dark green
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This will print a message on the center of
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the screen when triggered. By default, all the clients will see the
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message.
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<p><strong>Keys</strong>
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<br><b>message:</b> text string to print on screen.
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<br><b>targetname:</b> the activating trigger points to this.
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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>REDTEAM : only the red team players will see the message.
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<br>BLUETEAM : only the blue team players will see the message.
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<br>PRIVATE : only the player that activates the target will see the
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message.
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<p><div class = "subheading">target_push</div>
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<b>Map Entity Color:</b> gray
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This is not recommended for creating jump
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pads and launch ramps. The direction of push can be set by the
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"angles" key or pointing to a target_position or info_notnull
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entity. Unlike trigger_push, this is NOT client side predicted and
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must be activated by a trigger.
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<p><strong>Keys</strong>
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<br><b>angles:</b> this sets the pitch and yaw aiming angles of push
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entity (default 0 0). The roll angle does not apply.
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<br><b>speed:</b> speed of push (default 1000 game units per
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second). Has no effect if entity targets an aiming entity.
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<br><b>targetname:</b> the activating trigger points to this. Push
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originates from the location of the trigger.
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<br><b>target:</b> this points to the aiming entity to which the
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player will jump.
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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>BOUNCEPAD : if set, trigger will play bounce noise instead of
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beep noise when activated (see notes).
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<p><strong>Notes</strong>
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<ul><li>The player will first move from the trigger to the target_push
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and then on towards the target_position.
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<li>To make a jump pad or launch ramp, create a trigger_multiple
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where the jump must originate. Place the target_push directly above
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the trigger_multiple and place the target_position entity at the
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highest point of the jump. Target the trigger_multiple to the
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target_push and target the target_push to the
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target_position/info_notnull (or set the target_push's "angles"
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key).
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<li>Note that the "angle" key also
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works.
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<li>A target_push can be used to make a wind tunnel push effect (as
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opposed to the jump pad effect of a trigger_push). It pushes the
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activator in the direction of the angle value or towards its apex,
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a targeted target_position entity.
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<li>The default speed is 1000.
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<li>If bouncepad is checked, it will play the bouncepad sound
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instead of windfly.</ul>
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<p><div class = "tip"><strong>Design Tip:</strong>
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<br>There is a way to make the target push play proper sounds. Just
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create a sound\movers\plats folder under baseq3 and put a sounds
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windfly.wav in it. It can be the sound from the Q2 or your own
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custom looping if you're up to it.</div>
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<p><div class = "subheading">target_relay</div>
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<b>Map Entity Color:</b> aqua
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<br><b>Map Entity Color:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This can only be activated by other
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triggers, which will, in turn, cause it to activate its own
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targets.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> activating trigger points to this.
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<br><b>target:</b> this points to entities to activate when this
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entity is triggered.
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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>RED_ONLY : only red team players can activate trigger.
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<br>BLUE_ONLY : only red team players can activate trigger.
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<br>RANDOM: one of the targeted entities will be triggered at
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random.
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<p><strong>Notes</strong>
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<br>Use this when you need to split off targeting functions along
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separate paths.
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<p><div class = "subheading">target_remove_powerups</div>
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<br><b>Map Entity Color:</b> blue
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This takes away all item_* type powerups
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from player except health and armor (holdable_* items are not taken
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away either). This must be activated by a button or
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trigger_multiple entity. The player that activates the trigger will
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lose any powerup(s) currently in his possession.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> activating trigger points to this.
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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">target_score</div>
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<b>Map Entity Color:</b> bright green
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> This is used to automatically give frag
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points to the player who activates this. A spawn location entity
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like info_player_* or CTF respawn points can target this entity to
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give points to the player when he spawns in the game. Or a trigger
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can also be used to activate this. The activator of the trigger
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will get the points.
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<p><strong>Keys</strong>
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<br><b>targetname:</b> activating entity points to this.
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<br><b>count:</b> number of frag points to give to player (default
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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><div class = "subheading">target_speaker</div>
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<br><b>Map Entity Color:</b> bright green
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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<br><b>Game Function:</b> Sound generating entity that plays .wav
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files. Normal non-looping sounds play each time the target_speaker
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is triggered. Looping sounds can be set to play by themselves (no
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activating trigger) or be toggled on/off by a trigger.
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<p><strong>Keys</strong>
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<br><b>noise:</b> path/name of .wav file to play (eg.
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sound/world/growl1.wav - see Notes).
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<br><b>wait</b>: delay in seconds between each time the sound is
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played ("random" key must be set - see Notes).
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<br><b>Random:</b> random time variance in seconds added or
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subtracted from "wait" delay ("wait" key must be set - see
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Notes).
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<br><b>targetname:</b> the activating button or trigger points to
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this.
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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.
|
|
|
|
<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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|
|
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<p><strong>Check Boxes/Spawnflags</strong>
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<br>LOOPED_ON: sound will loop and initially start on in level (will
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|
toggle on/off when triggered).
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<br>LOOPED_OFF: sound will loop and initially start off in level
|
|
(will toggle on/off when triggered).
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|
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|
<br>GLOBAL: sound will play full volume throughout the level.
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<br>ACTIVATOR: sound will play only for the player that activated
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the target.
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<p><strong>Notes</strong>
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<ul><li>The path portion value of the "noise" key can be replaced by the
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|
implicit folder character "*" for triggered sounds that belong to a
|
|
particular player model. For example, if you want to create a
|
|
"bottomless pit" in which the player screams and dies when he falls
|
|
into, you would place a trigger_multiple over the floor of the pit
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|
and target a target_speaker with it. Then, you would set the
|
|
"noise" key to "*falling1.wav". The * character means the current
|
|
player model's sound folder. So if your current player model is
|
|
Visor, * = sound/player/visor, if your current player model is
|
|
Sarge, * = sound/player/sarge, etc. This cool feature provides an
|
|
excellent way to create "player-specific" triggered sounds in your
|
|
levels.
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|
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|
<li>The combination of the "wait" and "random" keys can be used to
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|
play non-looping sounds without requiring an activating trigger but
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|
both keys must be used together. The value of the "random" key 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).</ul>
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|
|
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|
<p><div class = "subheading">target_teleporter</div>
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<b>Map Entity Color:</b> red
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<br><b>Dimensions:</b> (-8 -8 -8) (8 8 8)
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|
<br><b>Game Function:</b> Activating this will teleport players to
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|
the location of the targeted misc_teleporter_dest entity
|
|
(target_position can also be used). Unlike trigger_teleport, this
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|
entity must be activated by a trigger and does NOT allow client
|
|
prediction of events.
|
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|
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<p><strong>Keys</strong>
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|
<br><b>targetname:</b> activating trigger points to this.
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<br><b>target:</b> this must point to a misc_teleporter_dest
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|
entity.
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|
<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).
|
|
|
|
|
|
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<p><strong>Notes</strong>
|
|
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<br>When you give multiple targets the same target name, the
|
|
teleporter will randomly select from one each time it is used.
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|
<p align = "center"><a href = "appn_b_6.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_8.htm">Next</a>
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