mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
More work on definitions.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
b18acbbd93
commit
e561731baa
12 changed files with 654 additions and 211 deletions
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@ -4,7 +4,17 @@
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extern void InitMover( gentity_t *ent );
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/*QUAKED cinematic_camera (0 0.5 0) (-4 -4 -4) (4 4 4)
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-----DESCRIPTION-----
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Camera for cinematic. Normally spawn by Lua script.
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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none
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-----LUA-----
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To be written later.
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*/
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void SP_cinematic_camera(gentity_t *ent) {
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trap_LinkEntity(ent);
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@ -49,12 +49,17 @@ void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ) {
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tent->s.clientNum = clientNum;
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}
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
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-----DESCRIPTION-----
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potential spawning position for deathmatch games.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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"nobots" will prevent bots from using this spot.
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"nohumans" will prevent non-bots from using this spot.
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-----SPAWNFLAGS-----
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1: INITIAL - Preferred spawn for the first spawn of a clientwhen entering a match.
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-----KEYS-----
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"target" - entities with matching targetname will be fired if someone spawns here.
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"nobots" - if 1 will prevent bots from using this spot.
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"nohumans" - if 1 will prevent non-bots from using this spot.
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*/
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/**
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* Spawn function for deathmatch spawnpoint
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@ -74,8 +79,18 @@ void SP_info_player_deathmatch( gentity_t *ent ) {
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trap_LinkEntity(ent);
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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equivelant to info_player_deathmatch
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
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-----DESCRIPTION-----
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Merely a fancy name for info_player_deathmatch.
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On spawn will reset classname sppropriately and respawn itself.
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-----SPAWNFLAGS-----
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1: INITIAL - Preferred spawn for the first spawn of a clientwhen entering a match.
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-----KEYS-----
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"target" - entities with matching targetname will be fired if someone spawns here.
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"nobots" - if 1 will prevent bots from using this spot.
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"nohumans" - if 1 will prevent non-bots from using this spot.
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*/
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/**
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* Spawn function for player start spawnpoint which actually the same as deatchmatch spawnpoint
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@ -86,7 +101,16 @@ void SP_info_player_start(gentity_t *ent) {
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}
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The intermission will be viewed from this point. Target an info_notnull for the view direction.
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-----DESCRIPTION-----
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The intermission will be viewed from this point.
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It is also used to spawn spectators.
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Target an info_notnull or similar for the view direction.
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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none
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*/
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/**
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* Spawn function for intermission entity.
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@ -89,22 +89,31 @@ void func_forcefield2_die(gentity_t *self, gentity_t *inflictor, gentity_t *atta
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self->use( self, inflictor, attacker );
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}
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/*
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QUAKED func_forcefield2 (0 .5 .8) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x
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START_OFF - the forcefield will not be there
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AUTOANIM - If useing an md3, it will animate
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ALWAYS_ON - Doesn't toggle on and off when used, just fires target
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NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
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/*QUAKED func_forcefield2 (0 .5 .8) ? STARTOFF AUTOANIM X ALWAYS_ON NOBLOCKCHECK X X X
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-----DESCRIPTION-----
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DO NOT USE! This is basically the original Game forcefield with some tweaks and not much different than a func_usable.
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It just sits here in case you encounter it one day.
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A bmodel that can be used directly by the player's "activate" button
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-----SPAWNFLAGS-----
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1: START_OFF - the forcefield will not be there
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2: AUTOANIM - If useing an md3, it will animate
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4: X - Unused?
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8: ALWAYS_ON - Doesn't toggle on and off when used, just fires target
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16: NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
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32: X - Unused?
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64: X - Unused?
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128: X - Unused?
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-----KEYS-----
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"targetname" - When used, will toggle on and off
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"target" Will fire this target every time it is toggled OFF
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"model2" .md3 model to also draw
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"color" constantLight color
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"light" constantLight radius
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"wait" amount of time before the object is usable again (only valid with ALWAYS_ON flag)
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"health" if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
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"target" - Will fire this target every time it is toggled OFF
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"model2" - .md3 model to also draw
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"color" - constantLight color
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"light" - constantLight radius
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"wait" - amount of time before the object is usable again (only valid with ALWAYS_ON flag)
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"health" - if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
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*/
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void SP_func_forcefield2( gentity_t *self )
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@ -217,7 +217,15 @@ void Padd_Remove( gentity_t *key )
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/*QUAKED item_botroam (.5 .3 .7) (-16 -16 -24) (16 16 0)
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Bots in MP will go to these spots when there's nothing else to get- helps them patrol.
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-----DESCRIPTION-----
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Bots in MP will go to these spots when there's nothing else to get - helps them patrol.
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No use in RPG-X.
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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none
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*/
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// For more than four players, adjust the respawn times, up to 1/4.
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@ -179,9 +179,17 @@ void G_Roff( gentity_t *ent )
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}
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/*QUAKED func_roff_mover (0 .5 .8) ? START_ON LOOP
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-----DESCRIPTION-----
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Loads all of the movement data from an external ROFF file and applies
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it to this entity, creating much more fluid motion.
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DISCONTINUED: Use Lua mover instead.
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-----SPAWNFLAGS-----
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1: START_ON - will start to move at spawn
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2: LOOP - will loop it's mition
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-----KEYS-----
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"model2" .md3 model to also draw
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"angle" determines the opening direction
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"target" once the animation ends, these targetted entities will be triggered
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@ -772,16 +772,39 @@ qboolean G_ParseSpawnVars( void ) {
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/*QUAKED worldspawn (0 0 0) ?
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-----DESCRIPTION-----
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Every map should have exactly one worldspawn.
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"music" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
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"gravity" 800 is default gravity
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"message" Text to print during connection process
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It holds some general information on the map.
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fraglimit - overrides server's limit
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capturelimit - overrides server's capturelimit (use with team AddScores)
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timelimit - overrides server's timelimit
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timelimitWinningTeam - "red" or "blue" - this team will win when the timelimit runs out
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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"music" - path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
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"gravity" - 800 is default gravity
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"message" - Text to print during connection process
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Keys irrelevant for RPG-X
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"fraglimit" - overrides server's limit
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"capturelimit" - overrides server's capturelimit (use with team AddScores)
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"timelimit" - overrides server's timelimit
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"timelimitWinningTeam" - "red" or "blue" - this team will win when the timelimit runs out
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q3map2:
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"_blocksize" block size for unconditional BSP subdivisions
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"_celshader" use the specified cel shader for the world
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"_lightmapscale" set the lightmapscale for the world
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"_ignoreleaks" when set, no leak test is performed
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"_foghull" must be set to a sky shader when _fog is used
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"_fog" if set, the whole map is fogged using the given shader name
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"gridsize" resolution of the light grid
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"_ambient" amount of ambient light
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"_minvertexlight" amount of minimum vertex light
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"_mingridlight" amount of minimum grid light
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"_minlight" amount of minimum light
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"_keepLights" if set, light entities are not stripped from the BSP file when compiling
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"_style42rgbgen" |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
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"_style42alphagen" |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)
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*/
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void SP_worldspawn( void ) {
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char *s;
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@ -7,8 +7,13 @@
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//==========================================================
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/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
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-----DESCRIPTION-----
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Gives all the weapons specified here in the list.
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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"items" - separated by ' | ', specify the items
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EG "WP_5 | WP_14" etc
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(Don't forget the spaces!)
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//==========================================================
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/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
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-----DESCRIPTION-----
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takes away all the activators powerups.
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Used to drop flight powerups into death puts.
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-----SPAWNFLAGS-----
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none
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-----KEYS-----
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none
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*/
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void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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if ( !activator || !activator->client ) {
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@ -106,8 +118,13 @@ void SP_target_remove_powerups( gentity_t *ent ) {
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//==========================================================
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/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) SELF
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SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
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-----DESCRIPTION-----
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When used fires it'd target after a delay of 'wait' seconds
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-----SPAWNFLAGS-----
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1: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
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-----KEYS-----
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"wait" seconds to pause before firing targets.
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"random" delay variance, total delay = delay +/- random seconds
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*/
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//==========================================================
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/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8) TEAMSCORE
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TEAMSCORE - points are added to activator's team's score, not the individual
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-----DESCRIPTION-----
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The Activator is given 'count' points.
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This is useless in RPG-X
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"count" number of points to add, default 1
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-----SPAWNFLAGS-----
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1: TEAMSCORE - points are added to activator's team's score, not the individual
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The activator is given this many points.
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-----KEYS-----
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"count" - number of points to add, default 1
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*/
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void Team_AddScore( int team, int points );
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void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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@ -189,8 +210,17 @@ void SP_target_score( gentity_t *ent ) {
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//==========================================================
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/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
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-----DESCRIPTION-----
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This will display the 'message' in the lower right corner for all reciepients.
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By default every client get's the message however this can be limited via spawnflags.
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-----SPAWNFLAGS-----
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1: redteam - everyone on the red team gets the message
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2: blueteam - everyone on the blue team gets the message
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4: private - only the activator gets the message
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-----KEYS-----
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"message" text to print
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If "private", only the activator gets the message. If no checks, all clients get the message.
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*/
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void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if ( activator && activator->client && ( ent->spawnflags & 4 ) ) {
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@ -219,17 +249,28 @@ void SP_target_print( gentity_t *ent ) {
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//==========================================================
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
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"noise" wav file to play
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
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-----DESCRIPTION-----
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A sound-file to play.
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By default this will be played once locally.
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The specifics on how to play are set via spawnflags.
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A global sound will play full volume throughout the level.
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Activator sounds will play on the player that activated the target.
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Global and activator sounds can't be combined with looping.
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Normal sounds play each time the target is used.
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Looped sounds will be toggled by use functions.
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Looping Sounds may not be combined with GLOBAL or ACTIVATOR
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Multiple identical looping sounds will just increase volume without any speed cost.
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"wait" : Seconds between auto triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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Using a looping target_speaker will toggle it's sound on or off.
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Using a target_speaker designed to play it's sound once will play that sound.
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-----SPAWNFLAGS-----
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1: LOOPED_ON - this Speaker will loop it's sound and will be active at spawn.
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2: LOOPED_OFF - this Speaker will loop it's sound and will be inactive at spawn.
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4: GLOBAL - the sound will be played once globally so every client will hear it.
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8: ACTIVATOR - The sound will be played once for the activator only to hear.
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-----KEYS-----
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"noise" - file to play
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"wait" - Seconds between auto triggerings, default = 0 = don't auto trigger
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"random" - wait variance, default is 0, delay would be wait +/- random
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*/
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void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
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if (ent->spawnflags & 3) { // looping sound toggles
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@ -865,9 +865,15 @@ void CheckTeamStatus(void)
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/*-----------------------------------------------------------------*/
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/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) BORGQUEEN
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-----DESCRIPTION-----
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Only in CTF games. Red players spawn here at game start.
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This is not used in RPG-X.
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BORGQUEEN - The player that is the Borg Queen will spawn here
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-----SPAWNFLAGS-----
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1: BORGQUEEN - The player that is the Borg Queen will spawn here
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-----KEYS-----
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none
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*/
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void SP_team_CTF_redplayer( gentity_t *ent ) {
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if ( ent->spawnflags & 1 )
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@ -879,9 +885,15 @@ void SP_team_CTF_redplayer( gentity_t *ent ) {
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/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) BORGQUEEN
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-----DESCRIPTION-----
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Only in CTF games. Blue players spawn here at game start.
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This is not used in RPG-X.
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BORGQUEEN - The player that is the Borg Queen will spawn here
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-----SPAWNFLAGS-----
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1: BORGQUEEN - The player that is the Borg Queen will spawn here
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-----KEYS-----
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none
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*/
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void SP_team_CTF_blueplayer( gentity_t *ent ) {
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if ( ent->spawnflags & 1 )
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@ -897,11 +909,15 @@ void spawnpoint_toggle_active( gentity_t *ent, gentity_t *other, gentity_t *acti
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ent->spawnflags ^= 1;
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}
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/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) STARTOFF
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-----DESCRIPTION-----
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potential spawning position for red team in CTF games, AFTER game start
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Targets will be fired when someone spawns in on them.
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This is not used in RPG-X.
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-----SPAWNFLAGS-----
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STARTOFF - won't be considered as a spawn point until used
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-----KEYS-----
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targetname - when used, toggles between active and incative spawn point
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*/
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void SP_team_CTF_redspawn(gentity_t *ent) {
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@ -912,11 +928,14 @@ void SP_team_CTF_redspawn(gentity_t *ent) {
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}
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/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) STARTOFF
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-----DESCRIPTION-----
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potential spawning position for blue team in CTF games, AFTER game start
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Targets will be fired when someone spawns in on them.
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-----SPAWNFLAGS-----
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STARTOFF - won't be considered as a spawn point until used
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-----KEYS-----
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targetname - when used, toggles between active and incative spawn point
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*/
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void SP_team_CTF_bluespawn(gentity_t *ent) {
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@ -4,8 +4,9 @@
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#include "g_local.h"
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/*these look weired... I'd rather replace them with streight numbers.
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#define SF_SPECTATOR (1<<0)
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#define SF_RANDOM (1<<1)
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#define SF_RANDOM (1<<1)*/
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/**
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* \brief Inits a trigger entity.
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@ -134,15 +135,19 @@ void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
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}
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/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
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RED_OK - People on the red team can fire this trigger
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BLUE_OK - People on the blue team can fire this trigger
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TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
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"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
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"random" wait variance, default is 0
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||||
-----DESCRIPTION-----
|
||||
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: RED_OK - People on the red team can fire this trigger
|
||||
2: BLUE_OK - People on the blue team can fire this trigger
|
||||
4: TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
|
||||
|
||||
-----KEYS-----
|
||||
"wait" - Seconds between triggerings, 0.5 default, -1 = one time only.
|
||||
"random" - wait variance, default is 0
|
||||
*/
|
||||
/**
|
||||
* \brief Spawn function of trigger_multiple.
|
||||
|
@ -206,8 +211,15 @@ void trigger_always_think( gentity_t *ent ) {
|
|||
}
|
||||
|
||||
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
This trigger will always fire. It is activated by the world.
|
||||
Actually this is going to fire once 0.3 secs after spawn...
|
||||
Actually this is going to fire once 0.3 secs after spawn, so it's more a trigger_init.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
"target" - targets to fire
|
||||
*/
|
||||
/**
|
||||
* \brief Spawn function of trigger_multiple.
|
||||
|
@ -303,8 +315,14 @@ void AimAtTarget( gentity_t *self ) {
|
|||
|
||||
|
||||
/*QUAKED trigger_push (.5 .5 .5) ?
|
||||
Must point at a target_position, which will be the apex of the leap.
|
||||
This will be client side predicted, unlike target_push
|
||||
-----DESCRIPTION-----
|
||||
Jumpfield/Booster Effect predicted on client side. This is activated by touch function.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
None
|
||||
|
||||
-----KEYS-----
|
||||
"target" - apex of the leap. Must be a target_position or info_notnull.
|
||||
*/
|
||||
/**
|
||||
* \brief Spawn function of trigger_push.
|
||||
|
@ -364,9 +382,16 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|||
}
|
||||
|
||||
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
|
||||
Pushes the activator in the direction.of angle, or towards a target apex.
|
||||
"speed" defaults to 1000
|
||||
if "ENERGYNOISE", play energy noise instead of windfly
|
||||
-----DESCRIPTION-----
|
||||
Pushes the activator in the direction of angle, or towards a target apex.
|
||||
This is predicted on the serverside and is triggered by use-function.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: ENERGYNOISE - play energy noise instead of windfly
|
||||
|
||||
-----KEYS-----
|
||||
"speed" - defaults to 1000
|
||||
"target" - apex of the leap. Must be a target_position or info_notnull.
|
||||
*/
|
||||
/**
|
||||
* \brief Spawn function of target_push.
|
||||
|
@ -470,7 +495,7 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
|
|||
return;
|
||||
}
|
||||
/* Spectators only? */
|
||||
if ( ( self->spawnflags & SF_SPECTATOR ) &&
|
||||
if ( ( self->spawnflags & 1 ) &&
|
||||
other->client->sess.sessionTeam != TEAM_SPECTATOR )
|
||||
{
|
||||
return;
|
||||
|
@ -479,7 +504,7 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
|
|||
clientNum = other->client->ps.clientNum;
|
||||
|
||||
/* BOOKMARK J2J */
|
||||
if (self->spawnflags & SF_RANDOM)
|
||||
if (self->spawnflags & 2)
|
||||
{
|
||||
/* find a random spawn point */
|
||||
dest = SelectRandomSpawnPoint();
|
||||
|
@ -586,28 +611,26 @@ void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator
|
|||
}
|
||||
|
||||
|
||||
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED SND_ONCE
|
||||
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED
|
||||
-----DESCRIPTION-----
|
||||
Allows client side prediction of teleportation events.
|
||||
Must point at a target_position, which will be the teleport destination.
|
||||
Must point at a target_position or info_notnull, which will be the teleport destination.
|
||||
|
||||
--------- spawnflags --------
|
||||
-----SPAWNFLAGS-----
|
||||
1: SPECTATOR: If set, only spectators can use this teleport.
|
||||
Spectator teleporters are not normally placed in the editor, but are created
|
||||
automatically near doors to allow spectators to move through them.
|
||||
2: RANDOM: send player to random info_player_deathmatch spawn point
|
||||
4: VISUAL_FX: plays the Star Trek transporter FX and beams the player out slowly
|
||||
8: SUSPENDED: player appears with the bounding box aligned to the bottom of the target
|
||||
If this isn't set, the player materializes at the first solid surface under it
|
||||
16: DEACTIVATED: Spawns deactivated
|
||||
|
||||
If spectator is set, only spectators can use this teleport
|
||||
Spectator teleporters are not normally placed in the editor, but are created
|
||||
automatically near doors to allow spectators to move through them
|
||||
|
||||
RANDOM -- send player to random info_player_deathmatch spawn point
|
||||
VISUAL_FX -- plays the Star Trek transporter FX and beams the player out slowly
|
||||
SUSPENDED -- player appears with the bounding box aligned to the bottom of the target
|
||||
If this isn't set, the player materializes at the first solid surface under it
|
||||
|
||||
----------- keys ------------
|
||||
|
||||
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
|
||||
"wait" - time before trigger deactivates itself automatically
|
||||
"soundstart" - sound to play if triggered
|
||||
|
||||
health -- default is original behavior (speed of 400), any other value will be the
|
||||
-----KEYS-----
|
||||
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
|
||||
"wait" - time before trigger deactivates itself automatically
|
||||
"soundstart" - sound to play if triggered
|
||||
"health" - default is original behavior (speed of 400), any other value will be the
|
||||
speed at which the player is spewed forth from the tranpsorter destination. -1
|
||||
if you want no speed. The transporter VISUAL_FX flag will only work if the health
|
||||
is set to 0 or -1 as it cannot support 'spewing'.
|
||||
|
@ -629,7 +652,7 @@ void SP_trigger_teleport( gentity_t *self )
|
|||
* unlike other triggers, we need to send this one to the client
|
||||
* unless is a spectator trigger
|
||||
*/
|
||||
if ( self->spawnflags & SF_SPECTATOR )
|
||||
if ( self->spawnflags & 1)
|
||||
{
|
||||
self->r.svFlags |= SVF_NOCLIENT;
|
||||
}
|
||||
|
@ -672,19 +695,22 @@ trigger_hurt
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
|
||||
-----DESCRIPTION-----
|
||||
Any entity that touches this will be hurt.
|
||||
It does dmg points of damage each server frame
|
||||
Targeting the trigger will toggle its on / off state.
|
||||
|
||||
SILENT supresses playing the sound
|
||||
TOGGLE can be toggled
|
||||
SLOW changes the damage rate to once per second
|
||||
NO_PROTECTION *nothing* stops the damage
|
||||
EVO_PROTECT Evosuit protects the client
|
||||
NO_ADMIN admins don't get hurt
|
||||
|
||||
"dmg" default 5 (whole numbers only)
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - trigger will not be doing damage until toggled on
|
||||
2: TOGGLE - can be toggled
|
||||
4: SILENT - supresses playing the sound
|
||||
8: NO_PROTECTION - *nothing* stops the damage
|
||||
16: SLOW - changes the damage rate to once per second
|
||||
32: EVO_PROTECT - Evosuit protects the client, even if NO_PROTECTION is set
|
||||
64: NO_ADMIN - admins don't get hurt, even if NO_PROTECTION is set
|
||||
|
||||
-----KEYS-----
|
||||
"dmg" - default 5 (whole numbers only)
|
||||
*/
|
||||
/**
|
||||
* \brief Use function of trigger_hurt.
|
||||
|
@ -800,21 +826,25 @@ void SP_trigger_hurt( gentity_t *self ) {
|
|||
==============================================================================
|
||||
|
||||
timer
|
||||
This should be renamed trigger_timer...
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
|
||||
This should be renamed trigger_timer...
|
||||
Repeatedly fires its targets.
|
||||
-----DESCRIPTION-----
|
||||
Fires its targets every "wait" seconds.
|
||||
Can be turned on or off by using.
|
||||
|
||||
"wait" base time between triggering all targets, default is 1
|
||||
"random" wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_ON - will be on at spawn and setting up for it's first intervall
|
||||
|
||||
-----KEYS-----
|
||||
"wait" - base time between triggering all targets, default is 1
|
||||
"random" - wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
*/
|
||||
/**
|
||||
* \brief Think function of func_timer.
|
||||
|
@ -879,8 +909,14 @@ void SP_func_timer( gentity_t *self ) {
|
|||
}
|
||||
|
||||
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
|
||||
-----DESCRIPTION-----
|
||||
This is used in combination with ui_transporter.
|
||||
Have this be targeted by ui_transporter.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
|
||||
"soundstart" transport sound;
|
||||
*/
|
||||
|
@ -1024,13 +1060,16 @@ void SP_trigger_transporter(gentity_t *ent) {
|
|||
}
|
||||
|
||||
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
|
||||
-----DESCRIPTION-----
|
||||
This can be used in three ways:
|
||||
- as radiation volume trigger
|
||||
- as mapwide radiation
|
||||
|
||||
START_OFF ent is off at spawn
|
||||
MAP_WIDE mapwide radiation
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - ent is off at spawn
|
||||
2: MAP_WIDE - mapwide radiation
|
||||
|
||||
-----KEYS-----
|
||||
The damage the radiation does is calculated from these two values:
|
||||
"dmg" damage(default 1)
|
||||
"wait" wait(seconds, default 10)
|
||||
|
|
|
@ -674,25 +674,27 @@ void turret_base_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|||
}
|
||||
|
||||
/*QUAKED misc_turret (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
|
||||
-----DESCRIPTION-----
|
||||
Will aim and shoot at enemies
|
||||
|
||||
START_OFF - Starts off
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - Starts off
|
||||
|
||||
random - How far away an enemy can be for it to pick it up (default 512)
|
||||
speed - How fast it turns (degrees per second, default 30)
|
||||
wait - How fast it shoots (shots per second, default 4, can't be less)
|
||||
dmg - How much damage each shot does (default 5)
|
||||
health - How much damage it can take before exploding (default 100)
|
||||
-----KEYS-----
|
||||
random - How far away an enemy can be for it to pick it up (default 512)
|
||||
speed - How fast it turns (degrees per second, default 30)
|
||||
wait - How fast it shoots (shots per second, default 4, can't be less)
|
||||
dmg - How much damage each shot does (default 5)
|
||||
health - How much damage it can take before exploding (default 100)
|
||||
|
||||
splashDamage - How much damage the explosion does
|
||||
splashRadius - The random of the explosion
|
||||
NOTE: If either of the above two are 0, it will not make an explosion
|
||||
splashDamage - How much damage the explosion does
|
||||
splashRadius - The random of the explosion
|
||||
NOTE: If either of the above two are 0, it will not make an explosion
|
||||
|
||||
targetname - Toggles it on/off
|
||||
target - What to use when destroyed
|
||||
|
||||
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red) 2 will exclude players in RPG-X
|
||||
targetname - Toggles it on/off
|
||||
target - What to use when destroyed
|
||||
|
||||
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red) 2 will exclude players in RPG-X
|
||||
*/
|
||||
|
||||
/**
|
||||
|
@ -1044,8 +1046,13 @@ void laser_arm_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|||
}
|
||||
|
||||
/*QUAKED misc_laser_arm (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
What it does when used depends on it's "count" (can be set by a lua-script)
|
||||
|
||||
What it does when used depends on it's "count" (can be set by a script)
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
count:
|
||||
0 (default) - Fire in direction facing
|
||||
1 turn left
|
||||
|
|
|
@ -8,13 +8,12 @@
|
|||
|
||||
extern void InitTrigger(gentity_t *self);
|
||||
|
||||
/*
|
||||
QUAKED ui_transporter (.5 .5 .5) ? DISABLED
|
||||
/*QUAKED ui_transporter (.5 .5 .5) ? DISABLED
|
||||
-----DESCRIPTION-----
|
||||
Opens the transporter UI.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: DISABLED - Entity is disabled
|
||||
1: DISABLED - Entity is disabled at spawn
|
||||
|
||||
-----KEYS-----
|
||||
"swapname" - enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
|
@ -110,13 +109,12 @@ void SP_ui_transporter(gentity_t *ent) {
|
|||
trap_LinkEntity(ent);
|
||||
}
|
||||
|
||||
/*
|
||||
QUAKED ui_holodeck (.5 .5 .5) ? DISABLED
|
||||
/*QUAKED ui_holodeck (.5 .5 .5) ? DISABLED
|
||||
-----Description-----
|
||||
Will open the holodeck UI once this is implemented. For now this will not spawn.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: DISABLED Entity is disabled
|
||||
1: DISABLED Entity is disabled at spawn
|
||||
|
||||
-----KEYS-----
|
||||
"swapname" - enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
|
|
|
@ -1,3 +1,21 @@
|
|||
//files that hold this stuff in game. Please update them as required:
|
||||
//g_breakable.c - func_breakable, misc_model_breakable, misc_ammo_station, target_repair;
|
||||
//g_cinamatic.c - cinematic_camera
|
||||
//g_client.c - info_player_deathmatch, info_player_start, info_player_intermission
|
||||
//g_forcefield2.c - func_forcefield2
|
||||
//g_fx.c
|
||||
//g_items.c - item_botroam
|
||||
//g_misc.c
|
||||
//g_mover.c
|
||||
//g_roff.c
|
||||
//g_spawn.c - worldspawn;
|
||||
//g_target.c
|
||||
//g_team.c - team_CTF_redplayer, team_CTF_blueplayer, team_CTF_redspawn, team_CTF_bluespawn
|
||||
//g_trigger.c - trigger_multiple, trigger_always, trigger_push, target_push, trigger_teleport, trigger_hurt, func_timer, trigger_transporter, trigger_radiation;
|
||||
//g_turrets.c - misc_turret, misc_laser_arm;
|
||||
//g_ui.c - ui_transporter, ui_holodeck;
|
||||
//g_usable.c - func_usable;
|
||||
|
||||
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
|
||||
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
|
||||
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
|
||||
|
@ -277,27 +295,59 @@ none
|
|||
*/
|
||||
|
||||
|
||||
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
|
||||
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
|
||||
-----DESCRIPTION-----
|
||||
potential spawning position for deathmatch games.
|
||||
The first time a player enters the game, they will be at an 'initial' spot.
|
||||
Targets will be fired when someone spawns in on them.
|
||||
"nobots" will prevent bots from using this spot.
|
||||
"nohumans" will prevent non-bots from using this spot.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: INITIAL - Preferred spawn for the first spawn of a clientwhen entering a match.
|
||||
|
||||
-----KEYS-----
|
||||
"target" - entities with matching targetname will be fired if someone spawns here.
|
||||
"nobots" - if 1 will prevent bots from using this spot.
|
||||
"nohumans" - if 1 will prevent non-bots from using this spot.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
|
||||
equivelant to info_player_deathmatch
|
||||
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
|
||||
-----DESCRIPTION-----
|
||||
Merely a fancy name for info_player_deathmatch.
|
||||
On spawn will reset classname sppropriately and respawn itself.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: INITIAL - Preferred spawn for the first spawn of a clientwhen entering a match.
|
||||
|
||||
-----KEYS-----
|
||||
"target" - entities with matching targetname will be fired if someone spawns here.
|
||||
"nobots" - if 1 will prevent bots from using this spot.
|
||||
"nohumans" - if 1 will prevent non-bots from using this spot.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
|
||||
The intermission will be viewed from this point. Target an info_notnull for the view direction.
|
||||
-----DESCRIPTION-----
|
||||
The intermission will be viewed from this point.
|
||||
It is also used to spawn spectators.
|
||||
Target an info_notnull or similar for the view direction.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_botroam (.5 .3 .7) (-16 -16 -24) (16 16 0)
|
||||
Bots in MP will go to these spots when there's nothing else to get- helps them patrol.
|
||||
-----DESCRIPTION-----
|
||||
Bots in MP will go to these spots when there's nothing else to get - helps them patrol.
|
||||
No use in RPG-X.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
*/
|
||||
|
||||
|
||||
|
@ -450,16 +500,23 @@ START_POINT this is the first path_point for the train
|
|||
|
||||
|
||||
/*QUAKED worldspawn (0 0 0) ?
|
||||
|
||||
-----DESCRIPTION-----
|
||||
Every map should have exactly one worldspawn.
|
||||
"music" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
|
||||
"gravity" 800 is default gravity
|
||||
"message" Text to print during connection process
|
||||
It holds some general information on the map.
|
||||
|
||||
fraglimit - overrides server's limit
|
||||
capturelimit - overrides server's capturelimit (use with team AddScores)
|
||||
timelimit - overrides server's timelimit
|
||||
timelimitWinningTeam - "red" or "blue" - this team will win when the timelimit runs out
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
"music" - path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
|
||||
"gravity" - 800 is default gravity
|
||||
"message" - Text to print during connection process
|
||||
|
||||
Keys irrelevant for RPG-X
|
||||
"fraglimit" - overrides server's limit
|
||||
"capturelimit" - overrides server's capturelimit (use with team AddScores)
|
||||
"timelimit" - overrides server's timelimit
|
||||
"timelimitWinningTeam" - "red" or "blue" - this team will win when the timelimit runs out
|
||||
|
||||
q3map2:
|
||||
"_blocksize" block size for unconditional BSP subdivisions
|
||||
|
@ -480,54 +537,95 @@ q3map2:
|
|||
|
||||
|
||||
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
Gives all the weapons specified here in the list.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
"items" - separated by ' | ', specify the items
|
||||
EG "WP_PHASER | WP_TOOLKIT" etc
|
||||
EG "WP_5 | WP_14" etc
|
||||
(Don't forget the spaces!)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
takes away all the activators powerups.
|
||||
Used to drop flight powerups into death puts.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) SELF
|
||||
SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
|
||||
-----DESCRIPTION-----
|
||||
When used fires it'd target after a delay of 'wait' seconds
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
|
||||
|
||||
-----KEYS-----
|
||||
"wait" seconds to pause before firing targets.
|
||||
"random" delay variance, total delay = delay +/- random seconds
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8) TEAMSCORE
|
||||
TEAMSCORE - points are added to activator's team's score, not the individual
|
||||
-----DESCRIPTION-----
|
||||
The Activator is given 'count' points.
|
||||
This is useless in RPG-X
|
||||
|
||||
"count" number of points to add, default 1
|
||||
-----SPAWNFLAGS-----
|
||||
1: TEAMSCORE - points are added to activator's team's score, not the individual
|
||||
|
||||
The activator is given this many points.
|
||||
-----KEYS-----
|
||||
"count" - number of points to add, default 1
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
|
||||
-----DESCRIPTION-----
|
||||
This will display the 'message' in the lower right corner for all reciepients.
|
||||
By default every client get's the message however this can be limited via spawnflags.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: redteam - everyone on the red team gets the message
|
||||
2: blueteam - everyone on the blue team gets the message
|
||||
4: private - only the activator gets the message
|
||||
|
||||
-----KEYS-----
|
||||
"message" text to print
|
||||
If "private", only the activator gets the message. If no checks, all clients get the message.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
|
||||
"noise" wav file to play
|
||||
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
|
||||
-----DESCRIPTION-----
|
||||
A sound-file to play.
|
||||
By default this will be played once locally.
|
||||
The specifics on how to play are set via spawnflags.
|
||||
|
||||
A global sound will play full volume throughout the level.
|
||||
Activator sounds will play on the player that activated the target.
|
||||
Global and activator sounds can't be combined with looping.
|
||||
Normal sounds play each time the target is used.
|
||||
Looped sounds will be toggled by use functions.
|
||||
Looping Sounds may not be combined with GLOBAL or ACTIVATOR
|
||||
Multiple identical looping sounds will just increase volume without any speed cost.
|
||||
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
|
||||
"random" wait variance, default is 0
|
||||
Using a looping target_speaker will toggle it's sound on or off.
|
||||
|
||||
Using a target_speaker designed to play it's sound once will play that sound.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: LOOPED_ON - this Speaker will loop it's sound and will be active at spawn.
|
||||
2: LOOPED_OFF - this Speaker will loop it's sound and will be inactive at spawn.
|
||||
4: GLOBAL - the sound will be played once globally so every client will hear it.
|
||||
8: ACTIVATOR - The sound will be played once for the activator only to hear.
|
||||
|
||||
-----KEYS-----
|
||||
"noise" - file to play
|
||||
"wait" - Seconds between auto triggerings, default = 0 = don't auto trigger
|
||||
"random" - wait variance, default is 0, delay would be wait +/- random
|
||||
*/
|
||||
|
||||
|
||||
|
@ -599,83 +697,132 @@ NOTE: the objective with the lowest "count" will be considered the current objec
|
|||
|
||||
|
||||
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) BORGQUEEN
|
||||
-----DESCRIPTION-----
|
||||
Only in CTF games. Red players spawn here at game start.
|
||||
This is not used in RPG-X.
|
||||
|
||||
BORGQUEEN - The player that is the Borg Queen will spawn here
|
||||
-----SPAWNFLAGS-----
|
||||
1: BORGQUEEN - The player that is the Borg Queen will spawn here
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) BORGQUEEN
|
||||
-----DESCRIPTION-----
|
||||
Only in CTF games. Blue players spawn here at game start.
|
||||
This is not used in RPG-X.
|
||||
|
||||
BORGQUEEN - The player that is the Borg Queen will spawn here
|
||||
-----SPAWNFLAGS-----
|
||||
1: BORGQUEEN - The player that is the Borg Queen will spawn here
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) STARTOFF
|
||||
-----DESCRIPTION-----
|
||||
potential spawning position for red team in CTF games, AFTER game start
|
||||
Targets will be fired when someone spawns in on them.
|
||||
This is not used in RPG-X.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
STARTOFF - won't be considered as a spawn point until used
|
||||
|
||||
-----KEYS-----
|
||||
targetname - when used, toggles between active and incative spawn point
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) STARTOFF
|
||||
-----DESCRIPTION-----
|
||||
potential spawning position for blue team in CTF games, AFTER game start
|
||||
Targets will be fired when someone spawns in on them.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
STARTOFF - won't be considered as a spawn point until used
|
||||
|
||||
-----KEYS-----
|
||||
targetname - when used, toggles between active and incative spawn point
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
|
||||
RED_OK - People on the red team can fire this trigger
|
||||
BLUE_OK - People on the blue team can fire this trigger
|
||||
TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
|
||||
|
||||
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
|
||||
"random" wait variance, default is 0
|
||||
-----DESCRIPTION-----
|
||||
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: RED_OK - People on the red team can fire this trigger
|
||||
2: BLUE_OK - People on the blue team can fire this trigger
|
||||
4: TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
|
||||
|
||||
-----KEYS-----
|
||||
"wait" - Seconds between triggerings, 0.5 default, -1 = one time only.
|
||||
"random" - wait variance, default is 0
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
This trigger will always fire. It is activated by the world.
|
||||
Actually this is going to fire once 0.3 secs after spawn, so it's more a trigger_init.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
target - targets to fire
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_push (.5 .5 .5) ?
|
||||
Must point at a target_position, which will be the apex of the leap.
|
||||
This will be client side predicted, unlike target_push
|
||||
-----DESCRIPTION-----
|
||||
Jumpfield/Booster Effect predicted on client side. This is activated by touch function.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
None
|
||||
|
||||
-----KEYS-----
|
||||
target - apex of the leap. Must be a target_position or info_notnull.
|
||||
*/
|
||||
|
||||
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
|
||||
-----DESCRIPTION-----
|
||||
Pushes the activator in the direction of angle, or towards a target apex.
|
||||
This is predicted on the serverside and is triggered by use-function.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: ENERGYNOISE - play energy noise instead of windfly
|
||||
|
||||
-----KEYS-----
|
||||
"speed" - defaults to 1000
|
||||
"target" - apex of the leap. Must be a target_position or info_notnull.
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED
|
||||
-----DESCRIPTION-----
|
||||
Allows client side prediction of teleportation events.
|
||||
Must point at a target_position, which will be the teleport destination.
|
||||
Must point at a target_position or info_notnull, which will be the teleport destination.
|
||||
|
||||
--------- spawnflags --------
|
||||
-----SPAWNFLAGS-----
|
||||
1: SPECTATOR: If set, only spectators can use this teleport.
|
||||
Spectator teleporters are not normally placed in the editor, but are created
|
||||
automatically near doors to allow spectators to move through them.
|
||||
2: RANDOM: send player to random info_player_deathmatch spawn point
|
||||
4: VISUAL_FX: plays the Star Trek transporter FX and beams the player out slowly
|
||||
8: SUSPENDED: player appears with the bounding box aligned to the bottom of the target
|
||||
If this isn't set, the player materializes at the first solid surface under it
|
||||
16: DEACTIVATED: Spawns deactivated
|
||||
|
||||
If spectator is set, only spectators can use this teleport
|
||||
Spectator teleporters are not normally placed in the editor, but are created
|
||||
automatically near doors to allow spectators to move through them
|
||||
|
||||
RANDOM -- send player to random info_player_deathmatch spawn point
|
||||
VISUAL_FX -- plays the Star Trek transporter FX and beams the player out slowly
|
||||
SUSPENDED -- player appears with the bounding box aligned to the bottom of the target
|
||||
If this isn't set, the player materializes at the first solid surface under it
|
||||
|
||||
----------- keys ------------
|
||||
|
||||
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
|
||||
|
||||
health -- default is original behavior (speed of 400), any other value will be the
|
||||
-----KEYS-----
|
||||
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
|
||||
"wait" - time before trigger deactivates itself automatically
|
||||
"soundstart" - sound to play if triggered
|
||||
"health" - default is original behavior (speed of 400), any other value will be the
|
||||
speed at which the player is spewed forth from the tranpsorter destination. -1
|
||||
if you want no speed. The transporter VISUAL_FX flag will only work if the health
|
||||
is set to 0 or -1 as it cannot support 'spewing'.
|
||||
|
@ -683,30 +830,38 @@ automatically near doors to allow spectators to move through them
|
|||
|
||||
|
||||
/*QUAKED misc_turret (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
|
||||
-----DESCRIPTION-----
|
||||
Will aim and shoot at enemies
|
||||
|
||||
START_OFF - Starts off
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - Starts off
|
||||
|
||||
random - How far away an enemy can be for it to pick it up (default 512)
|
||||
speed - How fast it turns (degrees per second, default 30)
|
||||
wait - How fast it shoots (shots per second, default 4, can't be less)
|
||||
dmg - How much damage each shot does (default 5)
|
||||
health - How much damage it can take before exploding (default 100)
|
||||
-----KEYS-----
|
||||
random - How far away an enemy can be for it to pick it up (default 512)
|
||||
speed - How fast it turns (degrees per second, default 30)
|
||||
wait - How fast it shoots (shots per second, default 4, can't be less)
|
||||
dmg - How much damage each shot does (default 5)
|
||||
health - How much damage it can take before exploding (default 100)
|
||||
|
||||
splashDamage - How much damage the explosion does
|
||||
splashRadius - The random of the explosion
|
||||
NOTE: If either of the above two are 0, it will not make an explosion
|
||||
splashDamage - How much damage the explosion does
|
||||
splashRadius - The random of the explosion
|
||||
NOTE: If either of the above two are 0, it will not make an explosion
|
||||
|
||||
targetname - Toggles it on/off
|
||||
target - What to use when destroyed
|
||||
targetname - Toggles it on/off
|
||||
target - What to use when destroyed
|
||||
|
||||
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red)
|
||||
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red) 2 will exclude players in RPG-X
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_laser_arm (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
-----DESCRIPTION-----
|
||||
What it does when used depends on it's "count" (can be set by a lua-script)
|
||||
|
||||
What it does when used depends on it's "count" (can be set by a script)
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
count:
|
||||
0 (default) - Fire in direction facing
|
||||
1 turn left
|
||||
|
@ -755,25 +910,54 @@ with cloud layers and other effects.
|
|||
|
||||
// RPG-X trigger_*
|
||||
|
||||
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT
|
||||
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
|
||||
-----DESCRIPTION-----
|
||||
Any entity that touches this will be hurt.
|
||||
It does dmg points of damage each server frame
|
||||
Targeting the trigger will toggle its on / off state.
|
||||
|
||||
SILENT supresses playing the sound
|
||||
TOGGLE can be toggled
|
||||
SLOW changes the damage rate to once per second
|
||||
NO_PROTECTION *nothing* stops the damage
|
||||
EVO_PROTECT Evosuit protects the client
|
||||
|
||||
"dmg" default 5 (whole numbers only)
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - trigger will not be doing damage until toggled on
|
||||
2: TOGGLE - can be toggled
|
||||
4: SILENT - supresses playing the sound
|
||||
8: NO_PROTECTION - *nothing* stops the damage
|
||||
16: SLOW - changes the damage rate to once per second
|
||||
32: EVO_PROTECT - Evosuit protects the client
|
||||
64: NO_ADMIN - admins don't get hurt
|
||||
|
||||
-----KEYS-----
|
||||
"dmg" - default 5 (whole numbers only)
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
|
||||
-----DESCRIPTION-----
|
||||
This is used in combination with ui_transporter.
|
||||
Have this be targeted by ui_transporter.
|
||||
|
||||
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
|
||||
"soundstart" transport sound;
|
||||
*/
|
||||
|
||||
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
|
||||
-----DESCRIPTION-----
|
||||
This can be used in three ways:
|
||||
- as radiation volume trigger
|
||||
- as mapwide radiation
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - ent is off at spawn
|
||||
2: MAP_WIDE - mapwide radiation
|
||||
|
||||
-----KEYS-----
|
||||
The damage the radiation does is calculated from these two values:
|
||||
"dmg" damage(default 1)
|
||||
"wait" wait(seconds, default 10)
|
||||
|
||||
Forumla is: dps = dmg / wait
|
||||
*/
|
||||
|
||||
// RPG-X target_*
|
||||
|
@ -952,14 +1136,18 @@ q3map2:
|
|||
*/
|
||||
|
||||
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
|
||||
This should be renamed trigger_timer...
|
||||
Repeatedly fires its targets.
|
||||
-----DESCRIPTION-----
|
||||
Fires its targets every "wait" seconds.
|
||||
Can be turned on or off by using.
|
||||
|
||||
"wait" base time between triggering all targets, default is 1
|
||||
"random" wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_ON - will be on at spawn and setting up for it's first intervall
|
||||
|
||||
-----KEYS-----
|
||||
"wait" - base time between triggering all targets, default is 1
|
||||
"random" - wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
|
||||
q3map2:
|
||||
"_clone" _clonename of entity to clone brushes from. Note: this entity still needs at least one brush which gets replaced.
|
||||
|
@ -1535,13 +1723,16 @@ If you want to use a bunch of fires use fx_fire.
|
|||
*/
|
||||
|
||||
// RPG-X ui_*
|
||||
/*QUAKED ui_transporter (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
|
||||
/*QUAKED ui_transporter (.5 .5 .5) ? DISABLED
|
||||
-----DESCRIPTION-----
|
||||
Opens the transporter UI.
|
||||
|
||||
DISABLED Entity is disabled
|
||||
-----SPAWNFLAGS-----
|
||||
1: DISABLED - Entity is disabled at spawn
|
||||
|
||||
"swapname" enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
"target" trigger_transporter to use with this ui_transporter
|
||||
-----KEYS-----
|
||||
"swapname" - enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
"target" - trigger_transporter to use with this ui_transporter
|
||||
*/
|
||||
|
||||
/*QUAKED target_shaderremap (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
|
@ -1552,13 +1743,16 @@ This Entity only works on RPGXEF
|
|||
|
||||
*/
|
||||
|
||||
/*QUAKED ui_holodeck (1 0.5 0) (-8 -8 -8) (8 8 8) ? DISABLED
|
||||
Opens the holodeck UI.
|
||||
/*QUAKED ui_holodeck (.5 .5 .5) ? DISABLED
|
||||
-----Description-----
|
||||
Will open the holodeck UI once this is implemented. For now this will not spawn.
|
||||
|
||||
DISABLED Entity is disabled
|
||||
-----SPAWNFLAGS-----
|
||||
1: DISABLED Entity is disabled at spawn
|
||||
|
||||
"swapname" enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
"target" trigger_holodeck to use with this ui_holodeck
|
||||
-----KEYS-----
|
||||
"swapname" - enables/disables entity(NO_ACTIVATOR/SELF flag must be checked for any entity using this)
|
||||
"target" - trigger_holodeck to use with this ui_holodeck
|
||||
*/
|
||||
|
||||
/*QUAKED fx_cooking_steam (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
|
||||
|
@ -1690,4 +1884,67 @@ falsename: redname for target_alert
|
|||
|
||||
/*QUAKED target_safezone (1 0 0) ? STARTON
|
||||
This is a safezone for the self destruct sequence.
|
||||
*/
|
||||
|
||||
/*QUAKED func_roff_mover (0 .5 .8) ? START_ON LOOP
|
||||
-----DESCRIPTION-----
|
||||
Loads all of the movement data from an external ROFF file and applies
|
||||
it to this entity, creating much more fluid motion.
|
||||
|
||||
DISCONTINUED: Use Lua mover instead.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_ON - will start to move at spawn
|
||||
2: LOOP - will loop it's mition
|
||||
|
||||
-----KEYS-----
|
||||
"model2" .md3 model to also draw
|
||||
"angle" determines the opening direction
|
||||
"target" once the animation ends, these targetted entities will be triggered
|
||||
"wait" from activation, how many seconds to wait before moving
|
||||
"endwait" from the end of the animation, how many seconds to wait b4 firing its targets
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"noise" looping sound file that plays as it animates.
|
||||
*/
|
||||
|
||||
/*QUAKED cinematic_camera (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
-----DESCRIPTION-----
|
||||
Camera for cinematic. Normally spawn by Lua script.
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
none
|
||||
|
||||
-----KEYS-----
|
||||
none
|
||||
|
||||
-----LUA-----
|
||||
To be written later.
|
||||
*/
|
||||
|
||||
/*QUAKED func_forcefield2 (0 .5 .8) ? STARTOFF AUTOANIM X ALWAYS_ON NOBLOCKCHECK X X X
|
||||
-----DESCRIPTION-----
|
||||
DO NOT USE! This is basically the original Game forcefield with some tweaks and not much different than a func_usable.
|
||||
It just sits here in case you encounter it one day.
|
||||
|
||||
A bmodel that can be used directly by the player's "activate" button
|
||||
|
||||
-----SPAWNFLAGS-----
|
||||
1: START_OFF - the forcefield will not be there
|
||||
2: AUTOANIM - If useing an md3, it will animate
|
||||
4: X - Unused?
|
||||
8: ALWAYS_ON - Doesn't toggle on and off when used, just fires target
|
||||
16: NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
|
||||
32: X - Unused?
|
||||
64: X - Unused?
|
||||
128: X - Unused?
|
||||
|
||||
-----KEYS-----
|
||||
"targetname" - When used, will toggle on and off
|
||||
"target" - Will fire this target every time it is toggled OFF
|
||||
"model2" - .md3 model to also draw
|
||||
"color" - constantLight color
|
||||
"light" - constantLight radius
|
||||
"wait" - amount of time before the object is usable again (only valid with ALWAYS_ON flag)
|
||||
"health" - if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
|
||||
*/
|
Loading…
Reference in a new issue