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definition-Fixes
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
5e6d26aeda
commit
6ee97b6843
3 changed files with 26 additions and 18 deletions
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@ -2952,9 +2952,9 @@ Galaxy Class || http://lcarsgfx.wordpress.com/2012/06/10/galaxy-class-redux-an-u
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Daedalus Class || http://lcarsgfx.wordpress.com/2011/12/10/daedalus-father-of-icarus/ || <type>/msd/daedalus
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Nebula Class || http://lcarsgfx.wordpress.com/2011/12/08/entering-the-nebula-part-2/ || <type>/msd/nebula
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Intrepid Class || http://lcarsgfx.wordpress.com/2011/05/16/an-intrepid-undertaking/ || <type>/msd/intrepid
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USCM (Alien) || http://lcarsgfx.wordpress.com/2010/08/10/in-space-no-one-can-hear-you-scream/ || Image yet to come
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USCM (Alien) || http://lcarsgfx.wordpress.com/2010/08/10/in-space-no-one-can-hear-you-scream/ || <type>/msd/conestoga
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Olympic Class || http://lcarsgfx.wordpress.com/2010/09/11/the-olympic-class/ || <type>/msd/olympic
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Steamrunner Class || http://lcarsgfx.wordpress.com/2010/08/15/full-steam-ahead/ || Image yet to come
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Steamrunner Class || http://lcarsgfx.wordpress.com/2010/08/15/full-steam-ahead/ || <type>/msd/steamrunner
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Oberth Class || http://lcarsgfx.wordpress.com/2010/08/12/im-a-doctor-not-a-science-vessel/ || <type>/msd/oberth
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Soverign Class || http://lcarsgfx.wordpress.com/2010/03/01/sovereign-of-the-stars/ || <type>/msd/soverign
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Excelsior Class (Retro Design) || http://lcarsgfx.wordpress.com/2010/01/01/retro-excelsior/ || <type>/msd/excelsior-retro
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@ -8,7 +8,7 @@
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extern void InitTrigger(gentity_t *self);
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/*QUAKED ui_transporter (.5 .5 .5) ? DISABLED
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/*QUAKED ui_transporter (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----DESCRIPTION-----
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Opens the transporter UI.
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@ -109,7 +109,7 @@ void SP_ui_transporter(gentity_t *ent) {
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trap_LinkEntity(ent);
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}
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/*QUAKED ui_msd (.5 .5 .5) ? DISABLED
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/*QUAKED ui_msd (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----DESCRIPTION-----
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Opens a Master Systems Display. It will display data grabbed from a target_shiphealth.
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@ -252,7 +252,7 @@ void SP_ui_msd(gentity_t *ent) {
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trap_LinkEntity(ent);
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}
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/*QUAKED ui_holodeck (.5 .5 .5) ? DISABLED
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/*QUAKED ui_holodeck (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----Description-----
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Will open the holodeck UI once this is implemented. For now this will not spawn.
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@ -6,7 +6,7 @@
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//g_misc.c - func_group, info_camp, info_null, info_notnull[misc_teleporter_dest, target_position], light, misc_model, misc_portal_surface, misc_portal_camera, shooter_rocker, shooter_plasma, shooter_grenade, shooter_torpedo;
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//g_mover.c - func_door, func_plat, func_button, path_corner, func_train, func_static, func_forcefield, func_rotating, func_door_rotating, func_bobbing, func_pendulum, func_brushmodel, func_lightchange, func_targetmover, path_point, func_mover, func_stasis_door;
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//g_spawn.c - worldspawn;
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//g_target.c - target_give, target_remove_powerups*, target_delay, target_print, target_speaker, target_laser, target_teleporter, target_relay, target_kill, target_location, target_counter, target_objective*, target_boolean, target_gravity, target_shake, target_evosuit, target_turbolift, target_doorlock, target_alert, target_warp, target_deactivate, target_serverchange, target_levelchange, target_holodeck***, target_shaderremap, target_selfdestruct, target_safezone, target_shiphealth;
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//g_target.c - target_give, target_remove_powerups*, target_delay, target_print, target_speaker, target_laser, target_teleporter, target_relay, target_kill, target_location, target_counter, target_objective*, target_boolean, target_gravity, target_shake, target_evosuit, target_turbolift, target_doorlock, target_alert, target_warp, target_deactivate, target_serverchange, target_levelchange, target_holodeck***, target_shaderremap, target_selfdestruct, target_zone, target_shiphealth;
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//g_trigger.c - trigger_multiple, trigger_always, trigger_push, target_push, trigger_teleport, trigger_hurt, func_timer, trigger_transporter, trigger_radiation;
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//g_turrets.c - misc_turret, misc_laser_arm;
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//g_ui.c - ui_transporter, ui_msd, ui_holodeck;
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@ -1956,7 +1956,7 @@ If you want to use a bunch of fires use fx_fire.
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*/
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// RPG-X ui_*
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/*QUAKED ui_transporter (.5 .5 .5) ? DISABLED
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/*QUAKED ui_transporter (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----DESCRIPTION-----
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Opens the transporter UI.
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@ -1968,7 +1968,7 @@ Opens the transporter UI.
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"target" - trigger_transporter to use with this ui_transporter
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*/
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/*QUAKED ui_msd (.5 .5 .5) ? DISABLED
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/*QUAKED ui_msd (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----DESCRIPTION-----
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Opens a Master Systems Display. It will display data grabbed from a target_shiphealth.
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@ -1996,7 +1996,7 @@ none
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"truename" - shader that will replace it
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*/
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/*QUAKED ui_holodeck (.5 .5 .5) ? DISABLED
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/*QUAKED ui_holodeck (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
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-----Description-----
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Will open the holodeck UI once this is implemented. For now this will not spawn.
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@ -2175,7 +2175,7 @@ none
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-----KEYS-----
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Required Keys (If any of them are not given the entity will be removed at spawn):
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targetname: Name of the Ship/Station this entity represents. See target_safezone for additional use of this key.
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targetname: Name of the Ship/Station this entity represents. See target_zone for additional use of this key.
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health: Total Hull strength
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splashRadius: total shield strenght
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angle: Hull repair in % per minute
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@ -2187,6 +2187,8 @@ bluename: swapname for target_turbolift
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bluesound: swapname for ui_transporter
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falsename: falsename/redname for target_alert
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paintarget: target_zones configured as MSD-Display-Zones this thing shoud communicate with
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"model" - path to a shader with a MSD-Display (ship) to show. Default will be the Daedalus Class
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We're sponsoring a varayity, which were created by Alexander Richardson.
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@ -2203,9 +2205,9 @@ Galaxy Class || http://lcarsgfx.wordpress.com/2012/06/10/galaxy-class-redux-an-u
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Daedalus Class || http://lcarsgfx.wordpress.com/2011/12/10/daedalus-father-of-icarus/ || <type>/msd/daedalus
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Nebula Class || http://lcarsgfx.wordpress.com/2011/12/08/entering-the-nebula-part-2/ || <type>/msd/nebula
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Intrepid Class || http://lcarsgfx.wordpress.com/2011/05/16/an-intrepid-undertaking/ || <type>/msd/intrepid
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USCM (Alien) || http://lcarsgfx.wordpress.com/2010/08/10/in-space-no-one-can-hear-you-scream/ || Image yet to come
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USCM (Alien) || http://lcarsgfx.wordpress.com/2010/08/10/in-space-no-one-can-hear-you-scream/ || <type>/msd/conestoga
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Olympic Class || http://lcarsgfx.wordpress.com/2010/09/11/the-olympic-class/ || <type>/msd/olympic
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Steamrunner Class || http://lcarsgfx.wordpress.com/2010/08/15/full-steam-ahead/ || Image yet to come
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Steamrunner Class || http://lcarsgfx.wordpress.com/2010/08/15/full-steam-ahead/ || <type>/msd/steamrunner
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Oberth Class || http://lcarsgfx.wordpress.com/2010/08/12/im-a-doctor-not-a-science-vessel/ || <type>/msd/oberth
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Soverign Class || http://lcarsgfx.wordpress.com/2010/03/01/sovereign-of-the-stars/ || <type>/msd/soverign
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Excelsior Class (Retro Design) || http://lcarsgfx.wordpress.com/2010/01/01/retro-excelsior/ || <type>/msd/excelsior-retro
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@ -2263,19 +2265,25 @@ textures/msd/akira //this will be the image you will use for texturing
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For distribution put both files (including their relative paths) in a *.pk3 file.
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*/
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/*QUAKED target_safezone (1 0 0) ? SPAWN_SAFE SHIP
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/*QUAKED target_zone (1 0 0) ? SPAWN_SAFE SHIP
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-----DESCRIPTION-----
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This is a safezone for when the ship/station is destroyed via shiphelath or selfdestruct.
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It is used like a trigger and requires a targetname or else it will be removed at spawn.
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A generic zone used for entities that need a generic pointer in the world. It needs to be specialized by the team-value.
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-----SPAWNFLAGS-----
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1: SPAWN_SAFE - Entity is spawned in it's Safe configurartion
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2: SHIP - iwill mark this safezone as a ship safezone
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Note: Spawnflags will only work with the system they are attached to
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1: SPAWN_SAFE - For safezone only: Entity is spawned in it's safe configurartion
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2: SHIP - For safezone only: will mark this safezone as a ship safezone
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-----KEYS-----
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"targetname" - when used will toggle safe/unsafe
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"targetname" - used to link with, some types require this for toggling
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"count" - specifies this zone's type:
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0 - none, will free entity
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1 - safezone for target_selfdestruct and target_shiphealth
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2 - display zone for target_shiphealth (HUD overlay)
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-----USAGE-----
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As safezone:
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Usage for Escape Pods and similar:
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Fill your escape pod Interior with this trigger and have it targeted by a func_usable/target_relay/target_delay to toggle it between safe and unsafe states.
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