GS-Entbase: Document spawnflags throughly in QUAKED comments.
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114 changed files with 883 additions and 753 deletions
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@ -19,7 +19,7 @@ Specifies a location for which a cubemap will be generated when the
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buildcubemaps console command is executed.
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-------- KEYS --------
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"scale" Texture dimension at which to render the cubemap. Default is '32'.
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"scale" : Texture dimension at which to render the cubemap. Default is "32".
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -18,11 +18,11 @@
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Client-side glare/glow orb effect like the flares in 1997's Unreal.
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-------- KEYS --------
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"shader" Material to use for the glare/glow effect.
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"model" Sprite model to use for the glare/glow (idTech 2 BSPs only)
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"scale" Scale multiplier.
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"rendercolor" Material color override in RGB8.
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"renderamt" Material alpha override in A8.
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"shader" : Material to use for the glare/glow effect.
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"model" : Sprite model to use for the glare/glow (idTech 2 BSPs only)
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"scale" : Scale multiplier.
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"rendercolor" : Material color override in RGB8.
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"renderamt" : Material alpha override in A8.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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@ -19,11 +19,11 @@ Client-side particle effect. Active at runtime, fully client-side.
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Cannot be triggered. Repeats automatically.
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-------- KEYS --------
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"message" Particle material to use.
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"wait" Delay between emits.
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"target" Name of target, like an info_notnull (client-side)
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"velocity" Speed in units.
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"count" Number of particles to emit.
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"message" : Particle material to use.
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"wait" : Delay between emits.
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"target" : Name of target, like an info_notnull (client-side)
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"velocity" : Speed in units.
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"count" : Number of particles to emit.
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-------- TRIVIA --------
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This entity was introduced in The Wastes (2018).
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@ -21,10 +21,9 @@
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Client-side environmental reverb modifier.
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-------- KEYS --------
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"radius" Radius in units.
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"efx_file" Name of the OpenAL EFX definiton to use.
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"roomtype" Legacy enumeration for GoldSrc support.
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Please don't use this.
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"radius" : Radius in units.
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"efx_file" : Name of the OpenAL EFX definiton to use.
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"roomtype" : Legacy enumeration for GoldSrc support. Please don't use this.
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-------- NOTES --------
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This works only with the OpenAL sound backend.
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@ -18,8 +18,8 @@
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Client-side environmental soundscape modifier.
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-------- KEYS --------
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"radius" Radius in units.
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"shader" Sound shader to play.
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"radius" : Radius in units.
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"shader" : Sound shader to play.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -17,10 +17,10 @@
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int trace_surfaceflagsi;
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/*QUAKED env_sun (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"pitch" Sun glow pitch.
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"angle" Sun glow angle.
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"use_angles" Use the 'angles' yaw value instead of the one from 'angle'.
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"targetname" : Name
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"pitch" : Sun glow pitch.
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"angle" : Sun glow angle.
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"use_angles" : Use the 'angles' yaw value instead of the one from 'angle'.
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STUB!
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@ -18,7 +18,7 @@
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Dustmote emitting brush volume.
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-------- KEYS --------
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"count" Number of dustmote particles that will float around on average.
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"count" : Number of dustmote particles that will float around on average.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -19,9 +19,9 @@ Level of Detail brush entity, disappears at a set distance.
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Useful for when VIS is impossible or not enough.
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-------- KEYS --------
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"targetname" Name
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"DisappearDist" Distance in units for of when the func_lod will "pop" out of view.
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"Solid" 0 when solid, 1 when not-solid.
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"targetname" : Name
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"DisappearDist" : Distance in units for of when the func_lod will pop out of view.
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"Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -19,8 +19,8 @@ Client-side overlay/message that is projected in relation to its position
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in 3D space.
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-------- KEYS --------
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"message" The message to display.
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"radius" The radius in which it will appear.
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"message" : The message to display.
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"radius" : The radius in which it will appear.
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-------- NOTES --------
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Used for zoo and test maps in which less interactive overlays are desired.
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@ -18,10 +18,10 @@
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Client-side decorative model entity.
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-------- KEYS --------
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"model" Model file that will be displayed by the entity.
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"modelscale" Scale modifier of the model. Default is '1'.
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"angles" Sets the pitch, yaw and roll angles of the model.
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"_cs" Toggles if the prop casts a shadow or not.
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"model" : Model file that will be displayed by the entity.
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"modelscale" : Scale modifier of the model. Default is "1".
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"_cs" : Toggles if the prop casts a shadow or not.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -31,14 +31,14 @@ This entity was introduced in Half-Life 2 (2004).
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Decorative model entity that gets baked into the level file.
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-------- KEYS --------
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"model" Model file that will be displayed by the entity.
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"modelscale" Scale modifier of the model. Default is '1'.
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"modelscale_vec" Scale modifier, but in vector format
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"angles" Sets the pitch, yaw and roll angles of the model.
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"_cs" Toggles if the prop casts a shadow or not.
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"_ls" Lightmap scale multiplier for the resulting surfaces.
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"_sn" Shading angle related to lightmap phong shading.
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"_remap" Force the model surfaces to use a specified material.
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"model" : Model file that will be displayed by the entity.
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"modelscale" : Scale modifier of the model. Default is "1".
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"modelscale_vec" : Scale modifier, but in vector format
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"_cs" : Toggles if the prop casts a shadow or not.
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"_ls" : Lightmap scale multiplier for the resulting surfaces.
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"_sn" : Shading angle related to lightmap phong shading.
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"_remap" : Force the model surfaces to use a specified material.
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-------- NOTES --------
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After compilation, the source model is no longer required and the
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@ -14,20 +14,19 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8) ROPE_HALF
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/*QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8)
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Client-side decorative rope entity.
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Connect the entity to a named info_notnull and watch it swing around.
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-------- KEYS --------
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"sag" Multiplier on how much sagginess will be applied to the rope.
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"segments" Number of total segments. Default is 16.
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"material" The texture to use on the rope.
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"swingfactor" Multiplier on how much the rope swings about.
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"target" The info_notnull to connect the rope to.
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"sag" : Multiplier on how much sagginess will be applied to the rope.
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"segments" : Number of total segments. Default is "16".
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"material" : The texture to use on the rope.
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"swingfactor" : Multiplier on how much the rope swings about.
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"target" : The info_notnull to connect the rope to.
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-------- NOTES --------
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Set spawnflag to 1 (ROPE_HALF) to cut it off half-way. Useful for vertically
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swinging ropes.
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-------- SPAWNFLAGS --------
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ROPE_HALF : Only draw the first half of the rope, useful for vertical setups.
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-------- TRIVIA --------
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This entity was introduced in The Wastes (2018).
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@ -18,7 +18,7 @@
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Defines the position of a skyroom camera.
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-------- KEYS --------
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"scale" Scale modifier. Default is '16'.
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"scale" : Scale modifier. Default is "16".
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-------- NOTES --------
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You want to put this into a dedicated room that contains a 3D skybox.
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@ -18,12 +18,20 @@
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Plays a sound sample of whatever format the engine is configured to support.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"message" Sound file to play
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"volume" Playback volume from 0.0 to 1.0
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"pitch" Playback pitch from 0.0 to 2.0
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"message" : Sound file to play
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"volume" : Playback volume from 0.0 to 1.0
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"pitch" : Playback pitch from 0.0 to 2.0
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-------- SPAWNFLAGS --------
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AS_ARADIUS : Plays the sound everywhere. Heard by everyone.
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AS_SRADIUS : Small playback radius.
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AS_MRADIUS : Medium playback radius.
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AS_LRADIUS : Large playback radius.
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AS_SILENT : Start silent, trigger to make it play!
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AS_NOTTOGGLED : Don't toggle playback. When triggered, only play the sample once.
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-------- NOTES --------
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If you want it to loop, you have to give the file itself a loop flag.
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@ -18,16 +18,13 @@
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Non-moving button that can either be used by hand, or shot.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"delay" Time until target is triggered.
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"targetname" : Name
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"target" : Target when triggered.
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"delay" : Time until target is triggered.
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-------- NOTES --------
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If BUTTA_USE is set, the button becomes 'use' only and the players
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have to interact with it manually instead of shooting it.
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If BUTTA_TEXON is set, the texture choices will be inverted in case
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multiple frames exist.
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-------- SPAWNFLAGS --------
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BUTTA_USE : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
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BUTTA_TEXON : Texture choices will be inverted in case multiple frames exist.
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-------- TRIVIA --------
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This entity was introduced in Quake (1996).
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Animation cycler entity. For development purposes mainly.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"angles" Sets the pitch, yaw and roll angles of the model.
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"sequence" Sets the animation the model should start in.
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"model" Model file that will be displayed by the entity.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"sequence" : Sets the animation the model should start in.
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"model" : Model file that will be displayed by the entity.
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-------- NOTES --------
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Upon damage, the cycler will switch between all available animation
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@ -18,11 +18,11 @@
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Decorative, does nothing yet.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"angles" Sets the pitch, yaw and roll angles of the model.
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"model" Model file that will be displayed by the entity.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"model" : Model file that will be displayed by the entity.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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This entity is incomplete. Purely stub.
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-------- KEYS --------
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"targetname" Name
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"targetname" : Name
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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@ -19,11 +19,11 @@ Upon triggered, the entity will spawn item_food in its place in
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the shape of a soda can.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"health" Amount of soda-cans that can be dispensed at maximum
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"angles" Sets the pitch, yaw and roll angles of the soda
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"health" : Amount of soda-cans that can be dispensed at maximum
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"angles" : Sets the pitch, yaw and roll angles of the soda
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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@ -18,10 +18,18 @@
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When triggered, creates an explosion at its location.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"iMagnitude" Magnitude of the explosion.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"iMagnitude" : Magnitude of the explosion.
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-------- SPAWNFLAGS --------
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ENVEXPLO_NODAMAGE : Make this explosion purely decorative, without radius damage.
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ENVEXPLO_REPEATABLE : Makes this explosion triggerable more than once.
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ENVEXPLO_NOBALL : Spawn no fireball.
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ENVEXPLO_NOSMOKE : Spawn no smoke.
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ENVEXPLO_NODECAL : Leave no decal upon explosion.
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ENVEXPLO_NOSPARKS : Don't spawn any sparks upon exploding.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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Overlay that blinds/obscures players vision when triggered.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"rendercolor" RGB8 Color of the fade effect.
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"renderamt" A8 alpha value we'll hit at max.
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"duration" Duration of the effect in seconds.
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"holdtime" How long we'll hold on the max color/alpha.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"rendercolor" : RGB8 Color of the fade effect.
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"renderamt" : A8 alpha value we'll hit at max.
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"duration" : Duration of the effect in seconds.
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"holdtime" : How long we'll hold on the max color/alpha.
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-------- NOTES --------
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When triggered, it blinds all players, or just the one who triggered it if
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EVF_ONLYUSER is set.
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-------- SPAWNFLAGS --------
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EVF_FADEDROM : Inverts the fading animation.
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EVF_MODULATE : Modulate tints the image after "rendercolor" instead of obscuring it.
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EVF_ONLYUSER : Don't blind everyone, just the activator.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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*/
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/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
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Somewhat persistent storage for variables that carry over level changes.
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Persistent storage for variables that carry over level changes.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"globalstate" The variable name in which we hold information in.
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"initialstate" Initial mode: 0 = off, 1 = on, 2 = dead
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"triggermode" Mode when triggered: 0 = off, 1 = on, 2 = dead
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"globalstate" : The variable name in which we hold information in.
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"initialstate" : Initial mode: 0 = off, 1 = on, 2 = dead
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"triggermode" : Mode when triggered: 0 = off, 1 = on, 2 = dead
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-------- NOTES --------
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Sets/kills a global variable that carries across levels.
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Without GLOBAL_SETSPAWN set, it'll only modify existing
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values when triggered.
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-------- SPAWNFLAGS --------
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GLOBAL_SETSPAWN : Without this set, it'll only modify existing variables.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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Will display a hint message to the client who activates it.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"rendercolor" RGB8 Color of the fade effect.
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"renderamt" A8 alpha value we'll hit at max.
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"duration" Duration of the effect in seconds.
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"holdtime" How long we'll hold on the max color/alpha.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"rendercolor" : RGB8 Color of the fade effect.
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"renderamt" : A8 alpha value we'll hit at max.
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"duration" : Duration of the effect in seconds.
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"holdtime" : How long we'll hold on the max color/alpha.
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-------- NOTES --------
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With EHH_ALLPLAYERS set, it will force to send the hint notifcation to
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all active clients.
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-------- SPAWNFLAGS --------
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EHH_ALLPLAYERS : Send the hint notifcation to all connected clients.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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@ -18,13 +18,13 @@
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Shoots a frickin lazer.
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-------- KEYS --------
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"texture" Sprite to use as a texture.
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"EndSprite" Sprite to draw at the end of the laser beam impact.
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"LaserTarget" Which entity determines the end position.
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"damage" Damage-per-second when something passes through.
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"texture" : Sprite to use as a texture.
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"EndSprite" : Sprite to draw at the end of the laser beam impact.
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"LaserTarget" : Which entity determines the end position.
|
||||
"damage" : Damage-per-second when something passes through.
|
||||
|
||||
-------- NOTES --------
|
||||
Use an info_notnull for a LaserTarget.
|
||||
|
|
|
@ -18,17 +18,17 @@
|
|||
Displays a basic message or titles.txt entry.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"message" Message to send to players
|
||||
"messagesound" PCM sample to play when triggered
|
||||
"messagevolume" PCM sample volume
|
||||
"messageattenuation" PCM sample attenuation
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"message" : Message to send to players
|
||||
"messagesound" : PCM sample to play when triggered. Leave empty if desired.
|
||||
"messagevolume" : PCM sample volume. Only relevant when "messagesound" is set.
|
||||
"messageattenuation" : PCM sample attenuation. Ditto.
|
||||
|
||||
-------- NOTES --------
|
||||
Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
|
||||
is set. An optional sound effect can be supplied as well.
|
||||
-------- SPAWNFLAGS --------
|
||||
EMF_ONCE : Removes itself after being triggered once.
|
||||
EMF_ALLPLAYERS : Send the message to all clients instead of only the activator.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,12 +18,51 @@
|
|||
Changes the visual appearance of a target.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"rendermode" Render-Mode the target changes to.
|
||||
"renderamt" Render-Alpha the target changes to.
|
||||
"rendercolor" Render-Color the target changes to.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"rendermode" : Render-Mode the target changes to.
|
||||
"renderamt" : Render-Amount the target changes to.
|
||||
"rendercolor" : Render-Color the target changes to.
|
||||
"renderfx" : Render-FX the target changes to.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_NORENDERFX : Don't set the Render-FX attribute on the target.
|
||||
SF_NORENDERAMT : Don't set the Render-Amount attribute on the target.
|
||||
SF_NORENDERMODE : Don't set the Render-Mode attribute on the target.
|
||||
SF_NORENDERCOLOR : Don't set the Render-Color attribute on the target.
|
||||
|
||||
-------- NOTES --------
|
||||
The Render-FX values are currently unimplemented, except for the hologram setting.
|
||||
|
||||
Supported Render-Mode ("rendermode") values:
|
||||
0 : Normal; Default.
|
||||
1 : Color; Tints the entity after whatever "rendercolor" is set to.
|
||||
2 : Texture; ???
|
||||
3 : Glow; object scales against the camera depending on distance like a flare.
|
||||
4 : Solid; Make transparent by respecting transparent pixels (GoldSrc)
|
||||
5 : Additive; Blend the object additively against the world.
|
||||
6 : Fullbright; Render the object without lighting.
|
||||
7 : Trigger; Will only show when the console variable cl_showtriggers is set to 1.
|
||||
|
||||
Supported Render-FX ("renderfx") values:
|
||||
0 : Normal
|
||||
1 : Slow pulse
|
||||
2 : Fast pulse
|
||||
3 : Slow, wide, pulse
|
||||
4 : Fast, wide, pulse
|
||||
5 : Slow fade away
|
||||
6 : Fast fade away
|
||||
7 : Slow become solid
|
||||
8 : Fast become solid
|
||||
9 : Slow strobe
|
||||
10 : Fast strobe
|
||||
11 : Faster strobe
|
||||
12 : Slow flicker
|
||||
13 : Fast flicker
|
||||
14 : Constant glow
|
||||
15 : Distort
|
||||
16 : Hologram
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,16 +18,16 @@
|
|||
Causes an earthquake/shaking effect when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"radius" Radius of the quake/shake effect.
|
||||
"amplitude" Amplitude of the effect.
|
||||
"duration" Duration of the effect in seconds.
|
||||
"frequency" The frequency of the shake.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"radius" : Radius of the quake/shake effect.
|
||||
"amplitude" : Amplitude of the effect.
|
||||
"duration" : Duration of the effect in seconds.
|
||||
"frequency" : The frequency of the shake.
|
||||
|
||||
-------- NOTES --------
|
||||
Affects all clients (radius ignored) when EVS_GLOBAL is set.
|
||||
-------- SPAWNFLAGS --------
|
||||
EVS_GLOBAL : Affect all clients, ignoring "radius" entirely.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,18 +18,18 @@
|
|||
Shoots model entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"angles" Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" Model file to shoot.
|
||||
"shootsounds" PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" Amount of models shot in total.
|
||||
"m_flDelay" Delay before being able to be fired again.
|
||||
"m_flVelocity" Speed of the models in units per second.
|
||||
"m_flVariance" Delay between shots.
|
||||
"m_flGibLife" Life of the individual model piece.
|
||||
"scale" Scale modifier of the model pieces.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" : Model file to shoot.
|
||||
"shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" : Amount of models shot in total.
|
||||
"m_flDelay" : Delay before being able to be fired again.
|
||||
"m_flVelocity" : Speed of the models in units per second.
|
||||
"m_flVariance" : Delay between shots.
|
||||
"m_flGibLife" : Life of the individual model piece.
|
||||
"scale" : Scale modifier of the model pieces.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,11 +18,19 @@
|
|||
Creates a series (or just one) spark effect with sound when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"angles" Sets the pitch, yaw and roll angles of the spark.
|
||||
"MaxDelay" Delay between sparks when start-on (or toggle) is set
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll angles of the spark.
|
||||
"MaxDelay" : Delay between sparks when start-on (or toggle) is set
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
EVSPARK_TOGGLE : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
|
||||
EVSPARK_STARTON : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
|
||||
|
||||
-------- NOTES --------
|
||||
The spawnflags EVSPARK_TOGGLE and EVSPARK_STARTON are often used together.
|
||||
Without them set, it'll of course only spark once whenever it's triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,16 +18,20 @@
|
|||
A sprite entity manager with fancy overrides.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"angles" Sets the pitch, yaw and roll angles of the sprite.
|
||||
"model" Path to the sprite in question.
|
||||
"rendercolor" Color modifier of the sprite.
|
||||
"renderamt" Alpha modifier of the sprite.
|
||||
"rendermode" Render mode of the sprite.
|
||||
"framerate" Rate between frames in seconds.
|
||||
"scale" Scale modifier of the sprite.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll angles of the sprite.
|
||||
"model" : Path to the sprite in question.
|
||||
"rendercolor" : Color modifier of the sprite.
|
||||
"renderamt" : Alpha modifier of the sprite.
|
||||
"rendermode" : Render mode of the sprite.
|
||||
"framerate" : Rate between frames in seconds.
|
||||
"scale" : Scale modifier of the sprite.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
ENVS_STARTON : Start visible.
|
||||
ENVS_PLAYONCE : Play once from start to finish, then make invisible.
|
||||
|
||||
-------- NOTES --------
|
||||
Only used with an external sprite format, like SPR, SPRHL and SPR32.
|
||||
|
|
|
@ -18,39 +18,34 @@
|
|||
Brush volume that can break into lots of little pieces.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"material" Material it's made of.
|
||||
"delay" Delay in seconds of when it breaks under pressure.
|
||||
"explodemagnitude" Strength of the explosion.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Health of the entity.
|
||||
"material" : Material it's made of (See material-list below).
|
||||
"delay" : Delay in seconds of when it breaks under pressure.
|
||||
"explodemagnitude" : Strength of the explosion.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_TRIGGER : Breakable is invincible and has to be triggered in order to break.
|
||||
SF_TOUCH : Break when an entity collides into it at high speed (damage is speed in units * 0.01).
|
||||
SF_PRESSURE : Initiate break once someone is standing on top of it.
|
||||
|
||||
-------- NOTES --------
|
||||
Material list:
|
||||
|
||||
0 = Glass
|
||||
1 = Wood
|
||||
2 = Metal
|
||||
3 = Flesh
|
||||
4 = Cinder
|
||||
5 = Tile
|
||||
6 = Computer
|
||||
7 = Glass (Unbreakable)
|
||||
8 = Rock
|
||||
9 = None
|
||||
|
||||
When SF_TRIGGER is set, the breakable is invincible and has to be triggered
|
||||
in order to be detroyed/broken.
|
||||
|
||||
When SF_TOUCH is set, it'll break when an entity runs into it at high
|
||||
velocities (damage is speed in units * 0.01).
|
||||
|
||||
When SF_PRESSURE is set, it'll collapse once someone is standing on top of it.
|
||||
At that point the "delay" key will decide after how many seconds the object
|
||||
breaks.
|
||||
|
||||
The strength of the explosion decides the radius (magnitude * 2.5) and the
|
||||
maximum damage the explosion will do (you have to stand in the center for that).
|
||||
maximum damage the explosion will do in the center. It has a linear fall-off.
|
||||
|
||||
Material-list:
|
||||
0 : Glass
|
||||
1 : Wood
|
||||
2 : Metal
|
||||
3 : Flesh
|
||||
4 : Cinder
|
||||
5 : Tile
|
||||
6 ; Computer
|
||||
7 : Glass (Unbreakable)
|
||||
8 : Rock
|
||||
9 : None
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,17 +19,12 @@ Combination of func_illusionary, func_wall, func_wall_toggle.
|
|||
When triggered, it'll become invisible and lose its collision.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
"Solidity" Mode for choosing solidity:
|
||||
0 - Toggle
|
||||
1 - Never solid
|
||||
2 - Always Solid
|
||||
"StartDisabled" Will make it spawn invisible and without collision.
|
||||
"solidbsp" Type of collision model to choose
|
||||
"excludednpc" Name of the NPC classname that will not collide with this
|
||||
entity
|
||||
"invert_exclusion" Set to 1 if you want the 'excludednpc' key to act inverted
|
||||
"targetname" : Name
|
||||
"Solidity" : Mode for choosing solidity. 0 : Toggle, 1 : Never, 2 : Always.
|
||||
"StartDisabled" : Will make it spawn invisible.
|
||||
"solidbsp" : Type of collision model to choose. 0 : Per-Poly, 1 : BSP file.
|
||||
"excludednpc" : Name of the NPC classname that will not collide with this entity
|
||||
"invert_exclusion" : Set to 1 if you want the 'excludednpc' key to act inverted
|
||||
|
||||
-------- NOTES --------
|
||||
The main thing func_brush is concerned with is appearance, if it's toggled on
|
||||
|
|
|
@ -22,38 +22,30 @@ Once it's fully pushed in, it'll trigger its targets, then return back to its
|
|||
original position.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"speed" Movement speed of the door in game-units per second.
|
||||
"lip" How many units remain visible when fully pushed in.
|
||||
"snd_pressed" The sound shader name to play when pressed.
|
||||
"snd_unpressed" The sound shader name to play when the button becomes unpressed.
|
||||
"wait" Time to wait in seconds before the button becomes unpressed.
|
||||
"delay" Delay until the Target gets triggered.
|
||||
"sounds" Obsolete legacy key for HL/Q1 style buttons to decide
|
||||
which sounds to play.
|
||||
"health" Amount of damage this button takes before it triggers.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Movement speed of the door in game-units per second.
|
||||
"lip" : How many units remain visible when fully pushed in.
|
||||
"snd_pressed" : The sound shader name to play when pressed down.
|
||||
"snd_unpressed" : The sound shader name to play when the button becomes raised.
|
||||
"wait" : Time to wait in seconds before the button becomes raised.
|
||||
"delay" : Delay until the Target gets triggered.
|
||||
"sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
|
||||
"health" : Amount of damage this button takes before it triggers. Will reset.
|
||||
|
||||
-------- OUTPUTS --------
|
||||
"OnDamaged" Fired when the button is damaged.
|
||||
"OnPressed" Fired when the button is pressed.
|
||||
"OnUseLocked" Fired when the button is used while locked.
|
||||
"OnIn" Fired when the button reaches the in/pressed position.
|
||||
"OnOut" Fired when the button reaches the out/released position.
|
||||
"OnDamaged" : Fired when the button is damaged.
|
||||
"OnPressed" : Fired when the button is pressed.
|
||||
"OnUseLocked" : Fired when the button is used while locked.
|
||||
"OnIn" : Fired when the button reaches the in/pressed position.
|
||||
"OnOut" : Fired when the button reaches the out/released position.
|
||||
|
||||
-------- NOTES --------
|
||||
When SF_BTT_NOMOVE is set, the only visual indicator you'll get is a possible
|
||||
change of texture of your button. The button will not move.
|
||||
|
||||
When SF_BTT_TOGGLE is set, the button will never return to its original position
|
||||
or state automatically. The 'wait' key will be ignored and a something will have
|
||||
to manually untoggle it again.
|
||||
|
||||
When SF_BTT_SPARKS is set, the button will create a bunch of sparks when used.
|
||||
|
||||
When SF_BTT_TOUCH_ONLY is set, the use key/button cannot be used to interact
|
||||
with the button, it has to collide against a player.
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_BTT_NOMOVE : Don't move when it's activated.
|
||||
SF_BTT_TOGGLE : Don't move back to the raised state automatically.
|
||||
SF_BTT_SPARKS : Spawn decorative sparks when used.
|
||||
SF_BTT_TOUCH_ONLY : Disable 'use' key/button. Only collision will activate it.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -16,9 +16,9 @@
|
|||
|
||||
/*QUAKED func_conveyor (0 .5 .8) ?
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
|
||||
STUB!
|
||||
|
||||
|
|
|
@ -20,8 +20,8 @@ All geometry that's turned into a func_detail will be ignored during VIS.
|
|||
This will speed up compile time and reduce tesselation, in theory.
|
||||
|
||||
-------- KEYS --------
|
||||
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- NOTES --------
|
||||
If you don't want this entity to have collision, consider using func_detail_illusionary.
|
||||
|
|
|
@ -21,8 +21,8 @@ Think of it as an alternative to func_illusionary and nonsolid surfaceparms,
|
|||
except that it does not use an entity slot or require custom materials.
|
||||
|
||||
-------- KEYS --------
|
||||
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- NOTES --------
|
||||
If you want this entity to have collision, consider using func_detail.
|
||||
|
|
|
@ -19,39 +19,33 @@ This sliding door entity has the ability to slide forth and back on any
|
|||
axis. It is often used for primitive elevators as well.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"speed" Movement speed in game-units per second.
|
||||
"lip" Sets how many units are still visible after a door moved.
|
||||
"delay" Time until triggering target.
|
||||
"wait" When to move back.
|
||||
"netname" Target to trigger when door returns to its initial position.
|
||||
"dmg" Damage to inflict upon anything blocking the way.
|
||||
"snd_open" Sound shader to play for when the door opens.
|
||||
"snd_close" Sound shader to play for when the door closes.
|
||||
"snd_stop" Sound shader to play for when the door stops moving.
|
||||
"movesnd" Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" Legacy integer value pointing to a predefined stop sound.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Movement speed in game-units per second.
|
||||
"lip" : Sets how many units are still visible after a door moved.
|
||||
"delay" : Time until triggering target.
|
||||
"wait" : When to move back.
|
||||
"netname" : Target to trigger when door returns to its initial position.
|
||||
"dmg" : Damage to inflict upon anything blocking the way.
|
||||
"snd_open" : Sound shader to play for when the door opens.
|
||||
"snd_close" : Sound shader to play for when the door closes.
|
||||
"snd_stop" : Sound shader to play for when the door stops moving.
|
||||
"movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_MOV_OPEN : Swaps the positions between raised and lowered state.
|
||||
SF_MOV_UNLINK : Currently unimplemented.
|
||||
SF_MOV_PASSABLE : Don't test against any collision with this door.
|
||||
SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
|
||||
SF_MOV_USE : Players can press the "use" button/key to activate this door.
|
||||
|
||||
-------- NOTES --------
|
||||
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
|
||||
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
|
||||
X is the integer value set in "movesnd" and "stopsnd".
|
||||
|
||||
When SF_MOV_OPEN is set, the door starts 'open'. This helps getting the surface
|
||||
of the door lit properly before hiding it away somewhere.
|
||||
|
||||
The spawnflag SF_MOV_UNLINK is currently unimplemented.
|
||||
|
||||
When SF_MOV_PASSABLE is set, the door won't have any collision.
|
||||
|
||||
When SF_MOV_TOGGLE is set, the door cannot be opened by any conventional means.
|
||||
It will have to be triggered by another map entity.
|
||||
|
||||
When SF_MOV_USE is set, the door can be triggered by a player using the 'use'
|
||||
key/button. Not every game may implement such a function.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
|
|
@ -19,30 +19,33 @@ Rotating brush door entity. It's basically the same as func_door, it just does
|
|||
not move on any axis, it tilts along a pivot point defined by an origin brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"speed" Speed at which the door turns.
|
||||
"snd_open" Sound shader to play for when the door opens.
|
||||
"snd_close" Sound shader to play for when the door closes.
|
||||
"snd_stop" Sound shader to play for when the door stops rotating.
|
||||
"movesnd" Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" Legacy integer value pointing to a predefined stop sound.
|
||||
"distance" The degrees which the door will turn.
|
||||
"dmg" The damage inflicted upon objects blocking the way of the door.
|
||||
"wait" Time that has to pass for the door to automatically close.
|
||||
"netname" Target to trigger when the door closes back up.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Speed at which the door turns.
|
||||
"snd_open" : Sound shader to play for when the door opens.
|
||||
"snd_close" : Sound shader to play for when the door closes.
|
||||
"snd_stop" : Sound shader to play for when the door stops rotating.
|
||||
"movesnd" : Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
|
||||
"distance" : The degrees which the door will turn.
|
||||
"dmg" : The damage inflicted upon objects blocking the way of the door.
|
||||
"wait" : Time that has to pass for the door to automatically close.
|
||||
"netname" : Target to trigger when the door closes back up.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_ROT_OPEN Door is in the open position by default.
|
||||
SF_ROT_BACKWARDS Flip the direction of a one-way door.
|
||||
SF_ROT_PASSABLE Door has no collision model to speak of.
|
||||
SF_ROT_ONEWAY Door will only open one-way as opposed to both ways.
|
||||
SF_ROT_TOGGLE Door will have to be triggered by something to open/close.
|
||||
SF_ROT_ZAXIS Door will tilt along the Z axis.
|
||||
SF_ROT_XAXIS Door will tilt on the X axis.
|
||||
SF_ROT_USE Player has to press the 'use' key to interact with it.
|
||||
SF_ROT_NOMONSTERS Monsters cannot open this door.
|
||||
SF_ROT_OPEN : Door is in the open position by default.
|
||||
SF_ROT_BACKWARDS : Flip the direction of a one-way door.
|
||||
SF_ROT_PASSABLE : Door has no collision model to speak of.
|
||||
SF_ROT_ONEWAY : Door will only open one-way as opposed to both ways.
|
||||
SF_ROT_TOGGLE : Door will have to be triggered by something to open/close.
|
||||
SF_ROT_ZAXIS : Door will tilt along the Z axis.
|
||||
SF_ROT_XAXIS : Door will tilt on the X axis.
|
||||
SF_ROT_USE : Player has to press the 'use' key to interact with it.
|
||||
SF_ROT_NOMONSTERS : Monsters cannot open this door.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake II (1997).
|
||||
|
|
|
@ -20,8 +20,8 @@ brushes for easy moving. All geometry in the group will become
|
|||
worldspawn upon compile.
|
||||
|
||||
-------- KEYS --------
|
||||
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
|
||||
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake III Arena (1999).
|
||||
|
|
|
@ -18,11 +18,11 @@
|
|||
Gun targets brushes that trigger a target once they 'die'.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"health" Health until it stops and triggers its targets.
|
||||
"speed" Speed in units per second at which it moves.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"health" : Health until it stops and triggers its targets.
|
||||
"speed" : Speed in units per second at which it moves.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,12 +18,12 @@
|
|||
Brush that fills up your health when used, to a maximum of 100 HP.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"snd_first" Sound to play when first used.
|
||||
"snd_charging" Sound to play when first charging.
|
||||
"snd_done" Sound to play when first finished charging.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"snd_first" : Sound to play when first used.
|
||||
"snd_charging" : Sound to play when first charging.
|
||||
"snd_done" : Sound to play when first finished charging.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,12 +20,12 @@ When triggered, it'll drop mortar shells straight to the ground (with a bit
|
|||
of spread if specified).
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"m_flSpread" Maximum spread in game-units
|
||||
"m_flCount" Number of bombs dropped per strike
|
||||
"m_flControl" Targeting type. 0 = random, 1 = activator, 2 = controlled
|
||||
"m_iszXController" Name of the momentary_rot_button providing X-offset
|
||||
"m_iszYController" Name of the momentary_rot_button providing Y-offset
|
||||
"targetname" : Name
|
||||
"m_flSpread" : Maximum spread in game-units
|
||||
"m_flCount" : Number of bombs dropped per strike
|
||||
"m_flControl" : Targeting type. 0 = random, 1 = activator, 2 = controlled
|
||||
"m_iszXController" : Name of the momentary_rot_button providing X-offset
|
||||
"m_iszYController" : Name of the momentary_rot_button providing Y-offset
|
||||
|
||||
-------- NOTES --------
|
||||
It can be set to three different targeting modes, 0 will pick any
|
||||
|
|
|
@ -14,14 +14,24 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
|
||||
Brush that can be hidden and reappear when triggered.
|
||||
/*QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
|
||||
A brush that swings along a pivot point like a pendulum.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
"damp" : Dampening factor.
|
||||
"distance" : Swinging distance in euler-angles.
|
||||
"speed" : Speed at which it swings in units-per-second.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FUNCPEND_STARTON : Start swinging immediately.
|
||||
FUNCPEND_NONSOLID : Don't do collision testing against this entity.
|
||||
FUNCPEND_RETURNONTRIGGER : Once it gets triggered it'll return to its starting position.
|
||||
FUNCPEND_XAXIS : Swing on the X-axis.
|
||||
FUNCPEND_YAXIS : Swing on the Y-axis.
|
||||
|
||||
-------- NOTES --------
|
||||
If FTW_STARTHIDDEN is set, it'll start hidden.
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
Physics brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
|
|
@ -18,9 +18,9 @@
|
|||
It's a simple elevator. It goes down... and back up.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"speed" Speed of the lift in units per second
|
||||
"height" Number of units the lift is supposed to move down
|
||||
"targetname" : Name
|
||||
"speed" : Speed of the lift in units per second
|
||||
"height" : Number of units the lift is supposed to move down
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -19,12 +19,13 @@ This is essentially the same entity as a func_breakable, but
|
|||
a player can push and pull it around the level.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
It uses stepping player physics to move around.
|
||||
Please look at func_breakable for more entity keys, inputs and outputs.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,12 +18,12 @@
|
|||
Brush that fills up your armor when used, to a maximum of 100 points.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"snd_first" Sound to play when first used.
|
||||
"snd_charging" Sound to play when first charging.
|
||||
"snd_done" Sound to play when first finished charging.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"snd_first" : Sound to play when first used.
|
||||
"snd_charging" : Sound to play when first charging.
|
||||
"snd_done" : Sound to play when first finished charging.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -15,15 +15,25 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
|
||||
A button that rotates. Used for valves, spigots and alike.
|
||||
A button that rotates along a pivot point. Used for valves, spigots and alike.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the entity to trigger when opened
|
||||
"speed" How fast the button rotates when activated.
|
||||
"health" If non-zero, the button must be damaged to turn
|
||||
"wait" Time to wait before button resets itself. -1 makes it stay set.
|
||||
"distance" Distance in degrees the button will rotate
|
||||
"targetname" : Name
|
||||
"target" : Name of the entity to trigger when opened
|
||||
"speed" : How fast the button rotates when activated.
|
||||
"health" : If non-zero, the button must be damaged to turn.
|
||||
"wait" : Time to wait before button resets itself. -1 makes it stay set.
|
||||
"distance" : Distance in degrees the button will rotate.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FNCROTBUT_NONSOLID : Don't do collision testing against this entity.
|
||||
FNCROTBUT_REVERSE : Rotate the counter-clockwise.
|
||||
FNCROTBUT_TOGGLE : Can only be activated via trigger, not player interaction.
|
||||
FNCROTBUT_XAXIS : Rotate along the X-axis.
|
||||
FNCROTBUT_YAXIS : Rotate along the Y-axis.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,11 +18,27 @@
|
|||
Rotating brush object. Useful for fans, etc.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"speed" Speed in units per second.
|
||||
"dmg" Damage applied to entity blocking its rotational path.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"speed" : Speed in units per second.
|
||||
"dmg" : Damage applied to entity blocking its rotational path.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FR_STARTON : Start on.
|
||||
FR_REVERSE : Spin in reverse.
|
||||
FR_ZAXIS : Spin on the Z-axis.
|
||||
FR_XAXIS : Spin on the X-axis.
|
||||
FR_ACCDCC : Enable acceleration and de-acceleration.
|
||||
FR_FANPAIN : Will damage entities that collide when turned on.
|
||||
FR_NOTSOLID : Don't do collision testing against this entity.
|
||||
FR_SMALLRADIUS : Fan sound will have a small playback radius.
|
||||
FR_MRADIUS : Fan sound will have a medium playback radius.
|
||||
FR_LRADIUS : Fan sound will have a large playback radius.
|
||||
FR_TOGGLEDIR : Reverses direction when triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
Please include an origin brush so that a pivot point will be defined.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,24 +20,29 @@ it and shoot it. It's in the same family as the func_tankmortar entity, the
|
|||
difference being that this shoots bullets and not mortar blasts.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"yawrate" The speed of the left/right movement of the gun.
|
||||
"yawrange" Range of left/right movement in degrees.
|
||||
"pitchrate" The speed of the up/down movement of the gun.
|
||||
"pitchrange" Range of up/down movement in degrees.
|
||||
"barrel" Distance from origin to barrel tip in units.
|
||||
"barrely" Horizontal distance origin to the center of the barrel tip.
|
||||
"barrelz" Vertical distance origin to the center of the barrel tip.
|
||||
"firerate" Number of bullets fired per second.
|
||||
"bullet_damage" Damage each fired bullet does.
|
||||
"firespread" Accuracy of the gun. 0 is best, 4 is worst.
|
||||
"persistance" Time in seconds for how long an NPC might continue shooting.
|
||||
"minRange" Minimum range the target can be at for an NPC to fire.
|
||||
"maxRange" Maximum range the target can be at for an NPC to fire.
|
||||
"spritesmoke" Sprite to spawn for 'smoke' when the entity is fired.
|
||||
"spriteflash" Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
"spritescale" Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" Sound file to play in a loop while barrel is rotating.
|
||||
"targetname" : Name
|
||||
"yawrate" : The speed of the left/right movement of the gun.
|
||||
"yawrange" : Range of left/right movement in degrees.
|
||||
"pitchrate" : The speed of the up/down movement of the gun.
|
||||
"pitchrange" : Range of up/down movement in degrees.
|
||||
"barrel" : Distance from origin to barrel tip in units.
|
||||
"barrely" : Horizontal distance origin to the center of the barrel tip.
|
||||
"barrelz" : Vertical distance origin to the center of the barrel tip.
|
||||
"firerate" : Number of bullets fired per second.
|
||||
"bullet_damage" : Damage each fired bullet does.
|
||||
"firespread" : Accuracy of the gun. 0 is best, 4 is worst.
|
||||
"persistance" : Time in seconds for how long an NPC might continue shooting.
|
||||
"minRange" : Minimum range the target can be at for an NPC to fire.
|
||||
"maxRange" : Maximum range the target can be at for an NPC to fire.
|
||||
"spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
|
||||
"spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
"spritescale" : Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" : Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FNCTANK_ACTIVE : Unimplemented.
|
||||
FNCTANK_DIRECTONLY : Unimplemented.
|
||||
FNCTANK_CONTROLLABLE : Unimplemented.
|
||||
|
||||
-------- NOTES --------
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
|
|
|
@ -19,7 +19,7 @@ Brush that marks the usable region of a func_tankmortar, in order
|
|||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,24 +20,24 @@ it and shoot it. It's in the same family as the func_tank entity, the
|
|||
difference being that this shoots mortar blasts and not bullets.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"yawrate" The speed of the left/right movement of the mortar.
|
||||
"yawrange" Range of left/right movement in degrees.
|
||||
"pitchrate" The speed of the up/down movement of the mortar.
|
||||
"pitchrange" Range of up/down movement in degrees.
|
||||
"barrel" Distance from origin to barrel tip in units.
|
||||
"barrely" Horizontal distance origin to the center of the barrel tip.
|
||||
"barrelz" Vertical distance origin to the center of the barrel tip.
|
||||
"firerate" Number of bullets fired per second.
|
||||
"iMagnitude" Power of each explosion.
|
||||
"firespread" Accuracy of the mortar. 0 is best, 4 is worst.
|
||||
"persistance" Time in seconds for how long an NPC might continue shooting.
|
||||
"minRange" Minimum range the target can be at for an NPC to fire.
|
||||
"maxRange" Maximum range the target can be at for an NPC to fire.
|
||||
"spritesmoke" Sprite to spawn for 'smoke' when the entity is fired.
|
||||
"spriteflash" Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
"spritescale" Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" Sound file to play in a loop while barrel is rotating.
|
||||
"targetname" : Name
|
||||
"yawrate" : The speed of the left/right movement of the mortar.
|
||||
"yawrange" : Range of left/right movement in degrees.
|
||||
"pitchrate" : The speed of the up/down movement of the mortar.
|
||||
"pitchrange" : Range of up/down movement in degrees.
|
||||
"barrel" : Distance from origin to barrel tip in units.
|
||||
"barrely" : Horizontal distance origin to the center of the barrel tip.
|
||||
"barrelz" : Vertical distance origin to the center of the barrel tip.
|
||||
"firerate" : Number of bullets fired per second.
|
||||
"iMagnitude" : Power of each explosion.
|
||||
"firespread" : Accuracy of the mortar. 0 is best, 4 is worst.
|
||||
"persistance" : Time in seconds for how long an NPC might continue shooting.
|
||||
"minRange" : Minimum range the target can be at for an NPC to fire.
|
||||
"maxRange" : Maximum range the target can be at for an NPC to fire.
|
||||
"spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
|
||||
"spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
|
||||
"spritescale" : Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" : Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
-------- NOTES --------
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
|
|
|
@ -20,12 +20,12 @@ Most of its behaviour is controlled by the path_corner entities it passes over.
|
|||
See the entity definition for path_corner to find out more.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" First node.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"dmg" Damage to inflict upon a person blocking the way.
|
||||
"snd_move" Path to sound sample which plays when it's moving.
|
||||
"snd_stop" Path to sound sample which plays when it stops moving.
|
||||
"targetname" : Name
|
||||
"target" : First node.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"dmg" : Damage to inflict upon a person blocking the way.
|
||||
"snd_move" : Path to sound sample which plays when it's moving.
|
||||
"snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
-------- NOTES --------
|
||||
Upon level entry, the func_tracktrain will spawn right where its first path_corner
|
||||
|
|
|
@ -19,8 +19,8 @@ Brush that marks the usable region of a func_tracktrain, in order
|
|||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the func_vehicle to control
|
||||
"targetname" : Name
|
||||
"target" : Name of the func_vehicle to control
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,12 +20,16 @@ Most of its behaviour is controlled by the path_corner entities it passes over.
|
|||
See the entity definition for path_corner to find out more.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" First node.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"dmg" Damage to inflict upon a person blocking the way.
|
||||
"snd_move" Path to sound sample which plays when it's moving.
|
||||
"snd_stop" Path to sound sample which plays when it stops moving.
|
||||
"targetname" : Name
|
||||
"target" : First node.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"dmg" : Damage to inflict upon a person blocking the way.
|
||||
"snd_move" : Path to sound sample which plays when it's moving.
|
||||
"snd_stop" : Path to sound sample which plays when it stops moving.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
TRAIN_WAIT : Stop at each path_corner until we're triggered again.
|
||||
TRAIN_NOTSOLID : Don't do collision testing against this entity.
|
||||
|
||||
-------- NOTES --------
|
||||
Upon level entry, the func_train will spawn right where its first path_corner
|
||||
|
|
|
@ -14,29 +14,36 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED func_vehicle (0 .5 .8) ?
|
||||
/*QUAKED func_vehicle (0 .5 .8) ? FUNCVEH_NOPITCH FUNCVEH_NOUSER x FUNCVEH_PASSABLE FUNCVEH_FWDRIVE FUNCVEH_RWDRIVE
|
||||
Primitive brush-based vehicle entity.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the first path_track/corner (See Notes)
|
||||
"acceleration" Acceleration multiplier
|
||||
"speed" Top-speed of the vehicle in q-units per second
|
||||
"height" Wheel-height in units
|
||||
"width" Width of the vehicle, used to calculate the wheels
|
||||
"length" Length of the vehicle, used to calculate the wheels
|
||||
"bouncefactor" Multiplier for the bouncyness of the vehicle
|
||||
"skidspeed" At which speed the vehicle starts skidding
|
||||
"traction" Multiplier for the traction affecting the vehicle
|
||||
"breakfactor" Multiplier for the breaking mechanics
|
||||
"steerfactor" Multiplier for the steering speed
|
||||
"straightenfactor" Multiplier for affecting the straightening mechanism
|
||||
"gravitydir" Normalized vector setting the direction of gravity
|
||||
"targetname" : Name
|
||||
"target" : Name of the first path_track/corner (See Notes)
|
||||
"acceleration" : Acceleration multiplier
|
||||
"speed" : Top-speed of the vehicle in q-units per second
|
||||
"height" : Wheel-height in units
|
||||
"width" : Width of the vehicle, used to calculate the wheels
|
||||
"length" : Length of the vehicle, used to calculate the wheels
|
||||
"bouncefactor" : Multiplier for the bouncyness of the vehicle
|
||||
"skidspeed" : At which speed the vehicle starts skidding
|
||||
"traction" : Multiplier for the traction affecting the vehicle
|
||||
"breakfactor" : Multiplier for the breaking mechanics
|
||||
"steerfactor" : Multiplier for the steering speed
|
||||
"straightenfactor" : Multiplier for affecting the straightening mechanism
|
||||
"gravitydir" : Normalized vector setting the direction of gravity
|
||||
|
||||
Unimplemented:
|
||||
"sounds" A sound-set to use
|
||||
"volume" Volume at which said sounds play at (from 0-10)
|
||||
"dmg" Damage inflicted upon entities when blocked
|
||||
"sounds" : A sound-set to use
|
||||
"volume" : Volume at which said sounds play at (from 0-10)
|
||||
"dmg" : Damage inflicted upon entities when blocked
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
FUNCVEH_NOPITCH : Don't adjust the pitch angle of the vehicle, only point forward.
|
||||
FUNCVEH_NOUSER : Don't allow pressing "use" key/button to control it.
|
||||
FUNCVEH_PASSABLE : Don't do collision testing against this entity.
|
||||
FUNCVEH_FWDRIVE : Front wheel drive mode.
|
||||
FUNCVEH_RWDRIVE : Rear wheel drive mode.
|
||||
|
||||
-------- NOTES --------
|
||||
The vehicle's position is set via the 'target' key, which sets the first
|
||||
|
|
|
@ -19,8 +19,8 @@ Brush that marks the usable region of a func_vehicle, in order
|
|||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the func_vehicle to control
|
||||
"targetname" : Name
|
||||
"target" : Name of the func_vehicle to control
|
||||
|
||||
-------- NOTES --------
|
||||
It's the same as func_tracktraincontrols, except that it's for
|
||||
|
|
|
@ -18,10 +18,10 @@
|
|||
Brush that can be hidden and reappear when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
An alternative is func_brush, which also can control aspects such as collision.
|
||||
If FTW_STARTHIDDEN is set, it'll start hidden.
|
||||
-------- SPAWNFLAGS --------
|
||||
FTW_STARTHIDDEN : Start invisible upon spawning.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,8 +18,8 @@
|
|||
Entity that emits items when triggered, or upon player spawn (MP-only).
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"master" Team Master
|
||||
"targetname" : Name
|
||||
"master" : Team Master
|
||||
|
||||
-------- NOTES --------
|
||||
When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered
|
||||
|
|
|
@ -18,30 +18,24 @@
|
|||
This entity displays a message of your choice on-screen.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"x" Horizontal position of text.
|
||||
(0 - 1.0 = left to right, -1 = center)
|
||||
"y" Vertical position of text.
|
||||
(0 - 1.0 = top to bottom, -1 = center)
|
||||
"effect" Effect to apply to the text.
|
||||
Valid values:
|
||||
0 = Fade In/Out
|
||||
1 = Credits
|
||||
2 = Scan Out
|
||||
"color" The main colour in RGB8.
|
||||
"color2" The highlight colour in RGB8.
|
||||
"fadein" Time taken to fade in each character.
|
||||
"fadeout" Time taken to fade out message.
|
||||
"holdtime" Length of time to hold message on screen after fading in.
|
||||
"fxtime" Time the highlight lags behind the leading edge of the text in
|
||||
seconds.
|
||||
"channel" Message channel to use. Meant for overriding messages.
|
||||
"targetname" : Name
|
||||
"message" : Text to display. Can be a titles.txt entry.
|
||||
"x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
|
||||
"y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
|
||||
"effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
|
||||
"color" : The main colour in RGB255.
|
||||
"color2" : The highlight colour in RGB255.
|
||||
"fadein" : Time taken to fade in each character.
|
||||
"fadeout" : Time taken to fade out message.
|
||||
"holdtime" : Length of time to hold message on screen after fading in.
|
||||
"fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
|
||||
"channel" : Message channel to use. Meant for overriding messages.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
GTF_ALLPLAYERS : Broadcast message to all players, not just the activator.
|
||||
|
||||
-------- NOTES --------
|
||||
Line breaks can be added with a \n character.
|
||||
|
||||
If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
|
||||
but all players on the level.
|
||||
Line breaks inside "message" can be added with a \n character.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,18 +18,18 @@
|
|||
Shoots model bouncy entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"angles" Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" Model file to shoot.
|
||||
"shootsounds" PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" Amount of models shot in total.
|
||||
"m_flDelay" Delay before being able to be fired again.
|
||||
"m_flVelocity" Speed of the models in units per second.
|
||||
"m_flVariance" Delay between shots.
|
||||
"m_flGibLife" Life of the individual model piece.
|
||||
"scale" Scale modifier of the model pieces.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"angles" : Sets the pitch, yaw and roll direction of the shooter.
|
||||
"shootmodel" : Model file to shoot.
|
||||
"shootsounds" : PCM sample to play whenever a piece shoots out.
|
||||
"m_iGibs" : Amount of models shot in total.
|
||||
"m_flDelay" : Delay before being able to be fired again.
|
||||
"m_flVelocity" : Speed of the models in units per second.
|
||||
"m_flVariance" : Delay between shots.
|
||||
"m_flGibLife" : Life of the individual model piece.
|
||||
"scale" : Scale modifier of the model pieces.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
An entity that's used to create an 'Intermission' camera.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
Some mods use this while displaying the final scores, once a timelimit
|
||||
|
|
|
@ -20,7 +20,7 @@ It is most commonly used to aim active in-game entities towards a specific
|
|||
location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
For tasks such as aiming static/lightmapped light sources during the compiling
|
||||
|
|
|
@ -19,7 +19,7 @@ Helper entity for the map creation process only.
|
|||
It is supposed to be removed after compilation of a .bsp file.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
If you're pointing any active game-logic entities to this entity,
|
||||
|
|
|
@ -20,8 +20,8 @@ It'll automatically figure out the surface based on distance.
|
|||
The texture will be aligned along the surface texture normals.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"texture" Name of the texture inside decals.wad it projects onto a surface.
|
||||
"targetname" : Name
|
||||
"texture" : Name of the texture inside decals.wad it projects onto a surface.
|
||||
|
||||
-------- NOTES --------
|
||||
This entity currently only works on BSP version 30 levels.
|
||||
|
|
|
@ -18,9 +18,9 @@
|
|||
This is a food item that will give the user 1 health when touched.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"angles" Sets the pitch, yaw and roll angles of the model.
|
||||
"model" Model file that will be displayed by the entity.
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR LFL_NOANGLE LFL_DARK LFL_NOGRID x LFL_DISTATTN
|
||||
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
|
||||
Infinitely small point of light illuminating the scene.
|
||||
|
||||
-------- KEYS --------
|
||||
|
@ -50,13 +50,16 @@ Infinitely small point of light illuminating the scene.
|
|||
'a' being dark. 'z' being fully lit. Can be a string of characters
|
||||
that'll interpolate between at 10 FPS ingame.
|
||||
|
||||
-------- NOTES --------
|
||||
If LFL_LINEAR is set, the light will be cast with a linear falloff instead
|
||||
of inverse square. This is useful for bright lights that'll travel long
|
||||
distances.
|
||||
-------- SPAWNFLAGS --------
|
||||
LFL_LINEAR : Use linear falloff instead of inverse-square falloff.
|
||||
LFL_DARK : Darken, instead of lighting the lightmap.
|
||||
LFL_NOGRID : This light does not affect the lightgrid.
|
||||
|
||||
-------- NOTES --------
|
||||
In idTech 2/GoldSrc etc. spawnflag 1 means a light starts off.
|
||||
This doesn't exist in idTech3 because lightstyles were not a thing.
|
||||
To avoid huge amounts of lightmap abuse, please consider using light_dynamic
|
||||
or env_projectedtexture for toggled or flickering lights.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
Dynamic door that will move back down if it's not being used.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,7 +19,17 @@ Dyanmic button/wheel/lever that moves back into its original position when not
|
|||
in use. It affects momentary_door.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
"distance" : Maximum distance it'll turn until it stops.
|
||||
"speed" : Speed at which it rotates/turns.
|
||||
"returnspeed" : Speed at which it returns to its original position.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MRBFL_DOORHACK : Unimplemented.
|
||||
MRBFL_NOTUSE : Don't allow interaction via "use" key/button.
|
||||
MRBFL_AUTORETURN : Rotate back to its original state when not being used.
|
||||
MRBFL_XAXIS : Rotate along the X-axis.
|
||||
MRBFL_YAXIS : Rotate along the Y-axis.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,9 +18,9 @@
|
|||
Decorative, does nothing yet.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"angles" Sets the pitch, yaw and roll angles of the model.
|
||||
"model" Model file that will be displayed by the entity.
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,9 +18,12 @@
|
|||
Decorative, does nothing yet.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"angles" Sets the pitch, yaw and roll angles of the model.
|
||||
"model" Model file that will be displayed by the entity.
|
||||
"targetname" : Name
|
||||
"angles" : Sets the pitch, yaw and roll angles of the model.
|
||||
"model" : Model file that will be displayed by the entity.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
MGF_NONSOLID : Don't test collision against this entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,20 +19,19 @@ The monster maker is the end-all solution to timed/controlled spawning of
|
|||
monster entities.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"monstertype" Type of monster to spawn, represents their entity classname.
|
||||
"monstercount" Maximum amount of monsters you want spawned in total.
|
||||
"delay" Delay between spawns in seconds.
|
||||
"child_name" Applies this as a 'targetname' to spawned monsters.
|
||||
"child_alivemax" Maximum amount of spawned monsters that are alive at a time.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"monstertype" : Type of monster to spawn, represents their entity classname.
|
||||
"monstercount" : Maximum amount of monsters you want spawned in total.
|
||||
"delay" : Delay between spawns in seconds.
|
||||
"child_name" : Applies this as a 'targetname' to spawned monsters.
|
||||
"child_alivemax" : Maximum amount of spawned monsters that are alive at a time.
|
||||
|
||||
-------- NOTES --------
|
||||
When MMF_STARTON is checked, it'll start on automatically.
|
||||
When MMF_NONTOGGLE is checked, it'll spawn only one monster with each trigger
|
||||
When MMF_MONSTERCLIP is checked, all spawned monsters will be blocked by
|
||||
func_monsterclip entities.
|
||||
-------- SPAWNFLAGS --------
|
||||
MMF_STARTON : Start on automatically.
|
||||
MMF_NONTOGGLE : Spawn only one monster with each trigger.
|
||||
MMF_MONSTERCLIP : Spawned monsters will be blocked by func_monsterclip entities.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,11 +20,11 @@ Add a target's name as an entity key, with the value set to the time in seconds
|
|||
that'll pass before the entity will be triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
|
||||
again before it has finished triggering it's previous list of entities.
|
||||
-------- SPAWNFLAGS --------
|
||||
MM_MULTITHREADED : Allow the multi_manager to be triggered again before it has
|
||||
finished triggering it's previous list of entities.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,10 +19,10 @@ An AND-gate of sorts. Every entity that targets this must return a positive
|
|||
state for it to trigger its target.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"delay" Delay until we trigger our target
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"delay" : Delay until we trigger our target.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,22 +18,17 @@
|
|||
Node entities used for func_trains and func_guntargets.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Next node.
|
||||
"message" Target to trigger when a train passes this node.
|
||||
"speed" New speed for passing train.
|
||||
"yaw_speed" New yaw rotation for passing train. Currently unused.
|
||||
"wait" Waiting time until we go to the next node.
|
||||
"targetname" : Name
|
||||
"target" : Next node.
|
||||
"message" : Target to trigger when a train passes this node.
|
||||
"speed" : New speed for passing train.
|
||||
"yaw_speed" : New yaw rotation for passing train. Currently unused.
|
||||
"wait" : Waiting time until we go to the next node.
|
||||
|
||||
-------- NOTES --------
|
||||
When the PC_WAIT flag is set, the train will stop moving once it's passed this
|
||||
node. The train will have to be triggered again for it to continue moving.
|
||||
This is useful for elevators.
|
||||
|
||||
When the PC_TELEPORT flag is set, the train passing this node will immediately
|
||||
teleport to the position of the next node (target).
|
||||
|
||||
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
|
||||
-------- SPAWNFLAGS --------
|
||||
PC_WAIT : Train will stop moving once passed. Needs retrigger to progress.
|
||||
PC_TELEPORT : Train passing will immediately teleport to "target".
|
||||
PC_FIREONCE : Only fire its target (message) once.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -19,9 +19,9 @@ Node entities used for func_tracktrains.
|
|||
It's like a path_corner, but for tracktrains.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,14 +19,14 @@ This trigger reloads the last autosaved game with a custom message.
|
|||
This is commonly used when a mission objective has failed.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"message" Message to display
|
||||
"messagetime" Message lifetime (not implemented)
|
||||
"loadtime" Time until we load the last autosave
|
||||
"duration" Fade effect total duration
|
||||
"holdtime" Fade effect hold time
|
||||
"rendercolor" Fade effect color vector (RGB255)
|
||||
"renderamt" Fade effect alpha value
|
||||
"targetname" : Name
|
||||
"message" : Message to display
|
||||
"messagetime" : Message lifetime (not implemented)
|
||||
"loadtime" : Time until we load the last autosave
|
||||
"duration" : Fade effect total duration
|
||||
"holdtime" : Fade effect hold time
|
||||
"rendercolor" : Fade effect color vector (RGB255)
|
||||
"renderamt" : Fade effect alpha value
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
Strips the activator of all of its weapons.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,19 +19,22 @@ A virtual camera of which its output can be displayed on a rendertarget.
|
|||
This plays well with the func_monitor entity.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"FOV" Field of view in degrees
|
||||
"UseScreenAspectRatio" Forces the aspect ratio to be the same as the game (?)
|
||||
"fogEnable" Enable fog in the camera's view
|
||||
"fogColor" Color of the fog in RGB255
|
||||
"fogStart" Near fog plane
|
||||
"fogEnd" Far fog plane
|
||||
"targetname" : Name
|
||||
"FOV" : Field of view in degrees
|
||||
"UseScreenAspectRatio" : Forces the aspect ratio to be the same as the game's.
|
||||
"fogEnable" : Enable fog in the camera's view.
|
||||
"fogColor" : Color of the fog in RGB255.
|
||||
"fogStart" : Near fog plane.
|
||||
"fogEnd" : Far fog plane.
|
||||
|
||||
-------- INPUTS --------
|
||||
"ChangeFOV" Change the camera's field of view
|
||||
"SetOnAndTurnOthersOff" Turn this camera on while deactivating all others
|
||||
"SetOn" Turn this camera on
|
||||
"SetOff" Turn this camera off
|
||||
"ChangeFOV" : Change the camera's field of view.
|
||||
"SetOnAndTurnOthersOff" : Turn this camera on while deactivating all others.
|
||||
"SetOn" : Turn this camera on.
|
||||
"SetOff" : Turn this camera off.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
PCAMFL_STARTOFF : Start with the camera turned off, outputting no signal.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
Physics model
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
|
|
@ -18,13 +18,13 @@
|
|||
This entity plays a .wav file at random intervals.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered
|
||||
"killtarget" Target to kill when triggered
|
||||
"rsnoise" Path to the sound file
|
||||
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
|
||||
"wait" Minimum time for sound repetition in %
|
||||
"random" Random % of this added to wait
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"rsnoise" : Path to the sound file.
|
||||
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
|
||||
"wait" : Minimum time for sound repetition in %.
|
||||
"random" : Random % of this added to wait.
|
||||
|
||||
-------- NOTES --------
|
||||
To explain the math behind it:
|
||||
|
|
|
@ -19,13 +19,13 @@ When triggered, it'll calculate some random interval until it triggers
|
|||
its targets, based on some limits given.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered
|
||||
"killtarget" Target to kill when triggered
|
||||
"start_state" Start state (either 0 or 1)
|
||||
"wait" Minimum time
|
||||
"random_min" Minimum added random time
|
||||
"random_max" Maximum added random time
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"start_state" : Start state (either 0 or 1)
|
||||
"wait" : Minimum time
|
||||
"random_min" : Minimum added random time
|
||||
"random_max" : Maximum added random time
|
||||
|
||||
-------- TRIVIA --------
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
|
|
|
@ -19,14 +19,14 @@ Triggers a sound event on the client side associated with an entity in the
|
|||
world. It'll enable mouth flapping and all sorts of other cool effects.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"entity" Name of the entity that'll speak the sentence.
|
||||
"sentence" Name of sentence from titles.txt.
|
||||
"pitch" Desired sound pitch. May be overridden in the titles.txt entry.
|
||||
"delay" Delay before it'll be triggered? UNUSED RIGHT NOW.
|
||||
"wait" Delay before it can be triggered again? UNUSED RIGHT NOW.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"entity" : Name of the entity that'll speak the sentence.
|
||||
"sentence" : Name of sentence from titles.txt.
|
||||
"pitch" : Desired sound pitch. May be overridden in the titles.txt entry.
|
||||
"delay" : Delay before it'll be triggered? UNUSED RIGHT NOW.
|
||||
"wait" : Delay before it can be triggered again? UNUSED RIGHT NOW.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -15,19 +15,25 @@
|
|||
*/
|
||||
|
||||
/*QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
|
||||
Allow a monster to be selected and given an action to perform.
|
||||
This is done in the form of olaying an animation.
|
||||
Allow an actor to be selected and given an action to perform.
|
||||
This is done in the form of playing an animation.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"m_iszEntity" Entity targetname OR classname description to target
|
||||
"m_iszPlay" After the monster has moved to the action point, play this animation
|
||||
"m_iszIdle" Animation to play until the scripted_sequence is triggered
|
||||
"m_flRadius" Search radius for m_targetMonster if a classname is specified
|
||||
"m_flRepeat" Loop? Unused.
|
||||
"m_fMoveTo" How we move to perform m_iActionAnim
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"m_iszEntity" : Entity targetname OR classname description to target
|
||||
"m_iszPlay" : After the monster has moved to the action point, play this animation
|
||||
"m_iszIdle" : Animation to play until the scripted_sequence is triggered
|
||||
"m_flRadius" : Search radius for m_targetMonster if a classname is specified
|
||||
"m_flRepeat" : Loop? Unused.
|
||||
"m_fMoveTo" : How we move to perform m_iActionAnim
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
SSFL_REPEATABLE : Can trigger the sequence more than once.
|
||||
SSFL_LEAVECORPSE : When the actor is done, they'll be frozen.
|
||||
SSFL_NOINTERRUPT : Don't allow any interruption of the actor when in-sequence.
|
||||
SSFL_OVERRIDEAI : Don't allow the actor to call think/sound functions while playing.
|
||||
|
||||
-------- NOTES --------
|
||||
f_fMoveTo values:
|
||||
|
|
|
@ -19,10 +19,10 @@ Creates a public announcement system that randomly plays announcements from
|
|||
the sentences.txt file.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"preset" Preset sentence group.
|
||||
"message" Sentence group name (used when preset is 0)
|
||||
"health" Message volume (value from 0-10)
|
||||
"targetname" : Name
|
||||
"preset" : Preset sentence group.
|
||||
"message" : Sentence group name (used when preset is 0)
|
||||
"health" : Message volume (value from 0-10)
|
||||
|
||||
-------- NOTES --------
|
||||
Valid values for 'preset":
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
Player spawn position for single-player games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
|
@ -38,7 +38,7 @@ This entity was introduced in Quake (1996).
|
|||
Player spawn position for deathmatch games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
|
@ -59,7 +59,7 @@ This entity was introduced in Quake (1996).
|
|||
Player spawn position for cooperative games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- NOTES --------
|
||||
In order for a player to spawn here, the game needs to take place on a map
|
||||
|
|
|
@ -18,11 +18,11 @@
|
|||
This entity plays a sample upon triggering at a specified volume.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered
|
||||
"killtarget" Target to kill when triggered
|
||||
"tsnoise" Path to the sound file
|
||||
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"killtarget" : Target to kill when triggered
|
||||
"tsnoise" : Path to the sound file
|
||||
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0)
|
||||
|
||||
-------- TRIVIA --------
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
|
|
|
@ -19,9 +19,9 @@ A radius based trigger_cdaudio.
|
|||
Disables itself upon activation.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"health" Music track to play (1-30). -1 to stop.
|
||||
"radius" Radius in which the entity will be triggered in.
|
||||
"targetname" : Name
|
||||
"health" : Music track to play (1-30). -1 to stop.
|
||||
"radius" : Radius in which the entity will be triggered in.
|
||||
|
||||
-------- NOTES --------
|
||||
I honestly don't know what the point is, as trigger_cdaudio should
|
||||
|
|
|
@ -18,14 +18,16 @@
|
|||
Will automatically trigger its target when the level has spawned.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"delay" Time in seconds until it triggers its target.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"delay" : Time in seconds until it triggers its target.
|
||||
|
||||
-------- SPAWNFLAGS --------
|
||||
TA_USEONCE : Remove itself from the level permanently when activated.
|
||||
|
||||
-------- NOTES --------
|
||||
If TA_USEONCE is set, it'll remove itself from the level permanently.
|
||||
It will not survive round respawns, etc.
|
||||
When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,7 +19,7 @@ Volume that'll save the current game when a client enters its bounds.
|
|||
This entity does not work in multiplayer.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,8 +18,8 @@
|
|||
Switches the background music track when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"health" Music track to play.
|
||||
"targetname" : Name
|
||||
"health" : Music track to play.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -20,17 +20,14 @@ entities across your two levels with the same name. They'll mark a translation
|
|||
point for the coordinates in your levels.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"map" Next .bsp file name to transition to.
|
||||
"landmark" Landmark name to target.
|
||||
"changedelay" Time in seconds until the transition happens.
|
||||
"targetname" : Name
|
||||
"map" : Next .bsp file name to transition to.
|
||||
"landmark" : Landmark name to target.
|
||||
"changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
-------- NOTES --------
|
||||
When LC_NOINTERMISSION is set, there'll be no stats screen at the end of the
|
||||
level.
|
||||
|
||||
When LC_USEONLY is set, it will not act as a trigger volume people can step in.
|
||||
It'll have to be triggered by another entity.
|
||||
-------- SPAWNFLAGS --------
|
||||
LC_NOINTERMISSION : Don't show intermission cam (unimplemented).
|
||||
LC_USEONLY : Can't activate through touching, only via triggers.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -19,9 +19,9 @@ When triggered, trigger_changetarget changes the 'target' value of any entity
|
|||
to something else.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered
|
||||
"m_iszNewTarget" Name of the new 'target' value for the targeted entity
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered
|
||||
"m_iszNewTarget" : Name of the new 'target' value for the targeted entity
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -19,11 +19,11 @@ This entity counts the number of times it is triggered and activates its
|
|||
target when it reaches a specified number.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"count" Number of times the entity has to be triggered.
|
||||
"delay" Delay in seconds until target is triggered.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"count" : Number of times the entity has to be triggered.
|
||||
"delay" : Delay in seconds until target is triggered.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -19,7 +19,7 @@ This trigger shuts down the server.
|
|||
Useful for when a singleplayer game ends, as it takes you to the main menu.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"targetname" : Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -18,19 +18,18 @@
|
|||
Trigger volume that damages everything it touches.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"delay" Delay until target is triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"dmg" Damage inflicted.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"delay" : Delay until target is triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"dmg" : Damage inflicted.
|
||||
|
||||
-------- NOTES --------
|
||||
If SF_HURT_ONCE is set, it'll stop once it's been triggered the first time.
|
||||
If SF_HURT_OFF is set, it needs to be triggered in order to work again.
|
||||
If SF_HURT_NOPLAYERS is set, it will only NPCs.
|
||||
If SF_HURT_TOUCHPLAYER is set, it'll only hurt players.
|
||||
If SF_HURT_FIREONPLAYER is set, it'll only trigger a target if a player
|
||||
activates it.
|
||||
-------- SPAWNFLAGS --------
|
||||
SF_HURT_ONCE : Stop once it's been triggered the first time.
|
||||
SF_HURT_OFF : Needs to be triggered in order to work again.
|
||||
SF_HURT_NOPLAYERS : Will only hurt NPCs.
|
||||
SF_HURT_TOUCHPLAYER : Will only hurt players.
|
||||
SF_HURT_FIREONPLAYER : Only trigger a target if a player activates it.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
|
@ -23,14 +23,13 @@ It's like the beginning in Halo - you know, where you have to look up/down
|
|||
at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"delay" Delay until target is triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"looktarget" Name of the entity to be looked at. Doesn't have to be solid.
|
||||
"looktime" How long the player must look at the 'looktarget', in seconds.
|
||||
"fov" Area of the view-cone check, 1.0 is straight ahead, 0.0 is
|
||||
in the realm of 90 degrees. Default is 0.9.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"delay" : Delay until target is triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"looktarget" : Name of the entity to be looked at. Doesn't have to be solid.
|
||||
"looktime" : How long the player must look at the 'looktarget', in seconds.
|
||||
"fov" : Area of the view-cone check, 1.0 is straight ahead, 0.0 is in the realm of 90 degrees. Default is 0.9.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
|
|
|
@ -18,14 +18,16 @@
|
|||
A trigger volume which works more than once.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"delay" Delay until target is triggered.
|
||||
"wait" Time until this entity can trigger again
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"delay" : Delay until target is triggered.
|
||||
"wait" : Time until this entity can trigger again
|
||||
|
||||
-------- NOTES --------
|
||||
None of the spawnflags are implemented yet.
|
||||
-------- SPAWNFLAGS --------
|
||||
TM_MONSTERS : Allow NPCs to activate this entity.
|
||||
TM_NOCLIENTS : Don't allow players to activate this entity.
|
||||
TM_PUSHABLES : Allow func_pushables to trigger this entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
@ -57,7 +59,6 @@ trigger_multiple::touch(void)
|
|||
{
|
||||
if (GetMaster() == FALSE)
|
||||
return;
|
||||
|
||||
if (spawnflags & TM_NOCLIENTS && other.flags & FL_CLIENT)
|
||||
return;
|
||||
if (!(spawnflags & TM_MONSTERS) && other.flags & FL_MONSTER)
|
||||
|
|
|
@ -18,13 +18,15 @@
|
|||
A trigger volume which works only once.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"delay" Delay until target is triggered.
|
||||
"targetname" : Name
|
||||
"target" : Target when triggered.
|
||||
"killtarget" : Target to kill when triggered.
|
||||
"delay" : Delay until target is triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
None of the spawnflags are implemented yet.
|
||||
-------- SPAWNFLAGS --------
|
||||
TO_MONSTERS : Allow NPCs to activate this entity.
|
||||
TO_NOCLIENTS : Don't allow players to activate this entity.
|
||||
TO_PUSHABLES : Allow func_pushables to trigger this entity.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
@ -53,12 +55,14 @@ class trigger_once:CBaseTrigger
|
|||
void
|
||||
trigger_once::touch(void)
|
||||
{
|
||||
if (!(spawnflags & TO_MONSTERS) && other.spawnflags & FL_MONSTER)
|
||||
return;
|
||||
if (spawnflags & TO_NOCLIENTS && other.spawnflags & FL_CLIENT)
|
||||
return;
|
||||
if (GetMaster() == FALSE)
|
||||
return;
|
||||
if (spawnflags & TO_NOCLIENTS && other.flags & FL_CLIENT)
|
||||
return;
|
||||
if (!(spawnflags & TO_MONSTERS) && other.flags & FL_MONSTER)
|
||||
return;
|
||||
if (!(spawnflags & TO_PUSHABLES) && other.classname == "func_pushable")
|
||||
return;
|
||||
|
||||
solid = SOLID_NOT; /* make inactive */
|
||||
m_iValue = 1;
|
||||
|
|
|
@ -19,8 +19,8 @@ Trigger that freezes all clients, until it is triggered again.
|
|||
Freezing a player means they're unable to move, they can still look around.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"killtarget" Target to kill when triggered.
|
||||
"targetname" : Name
|
||||
"killtarget" : Target to kill when triggered.
|
||||
|
||||
-------- NOTES --------
|
||||
Ideas: Add ability to supress looking around, firing weapons, using items
|
||||
|
|
|
@ -18,13 +18,13 @@
|
|||
Pushes anything in its volume into a direction of your choosing.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"speed" The speed (units per second) it'll apply to touchers.
|
||||
"angles" Sets the direction of the push.
|
||||
"targetname" : Name
|
||||
"speed" : The speed (units per second) it'll apply to touchers.
|
||||
"angles" : Sets the direction of the push.
|
||||
|
||||
-------- NOTES --------
|
||||
If TP_ONCE is set, It'll only emit a single push once before disabling itself.
|
||||
If TP_STARTOFF is set, it needs to be triggered first in order to function.
|
||||
-------- SPAWNFLAGS --------
|
||||
TP_ONCE : Only emit a single push once before disabling itself.
|
||||
TP_STARTOFF : Needs to be triggered first in order to function.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
|
|
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Reference in a new issue