button_target, trigger_changelevel, trigger_transition: doc improvements
This commit is contained in:
parent
c60012b757
commit
ca318e29f9
3 changed files with 45 additions and 22 deletions
|
@ -21,7 +21,7 @@ typedef enumflags
|
|||
BUTTA_TEXON /**< Button texture starts in the **ON** state. */
|
||||
} sf_button_target_t;
|
||||
|
||||
/*!QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
|
||||
/*!QUAKED button_target (0 .5 .8) ? USE TEXTURE_ON
|
||||
# OVERVIEW
|
||||
Non-moving button that can either be used by hand, or shot.
|
||||
|
||||
|
@ -31,8 +31,8 @@ Non-moving button that can either be used by hand, or shot.
|
|||
- "delay" : Time in seconds until target is triggered.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- BUTTA_USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
|
||||
- BUTTA_TEXON (2) : Texture choices will be inverted in case multiple frames exist.
|
||||
- USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
|
||||
- TEXTURE_ON (2) : Texture choices will be inverted in case multiple frames exist.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
|
@ -14,28 +14,19 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*!QUAKED trigger_changelevel (.5 .5 .5) ? LC_NOINTERMISSION LC_USEONLY
|
||||
vector g_landmarkpos;
|
||||
|
||||
/*!QUAKED info_landmark (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
# OVERVIEW
|
||||
When a Landmark is specified, you will have to position two info_landmark
|
||||
entities across your two levels with the same name. They'll mark a translation
|
||||
point for the coordinates in your levels.
|
||||
Defines a shared point between two levels. Used for level transitions, such
|
||||
as the ones produced by a trigger_changelevel.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "map" : Next .bsp file name to transition to.
|
||||
- "landmark" : Landmark name to target.
|
||||
- "changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- LC_NOINTERMISSION (1) : Don't show intermission cam (unimplemented).
|
||||
- LC_USEONLY (2) : Can't activate through touching, only via triggers.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
vector g_landmarkpos;
|
||||
|
||||
class
|
||||
info_landmark:NSPointTrigger
|
||||
{
|
||||
|
@ -80,6 +71,36 @@ ChangeTarget_Activate(void)
|
|||
foo.TemporaryTimer(self, Finalize, cvar("_bsp_changedelay"), false);
|
||||
}
|
||||
|
||||
/*!QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION TRIGGER_ONLY
|
||||
# OVERVIEW
|
||||
A trigger volume that initiates a level change, from one map to the next.
|
||||
It can be used in combination with info_landmark and trigger_transition
|
||||
to define a shared point and a transition area for entities respectively.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
- "map" : Next .bsp file name to transition to.
|
||||
- "landmark" : Landmark name to target.
|
||||
- "changedelay" : Time in seconds until the transition happens.
|
||||
|
||||
# INPUTS
|
||||
- "ChangeLevel" : Triggers the level to change.
|
||||
|
||||
# OUTPUTS
|
||||
- "OnChangeLevel" : Fired when the level changes.
|
||||
|
||||
# SPAWNFLAGS
|
||||
- NO_INTERMISSION (1) : Don't show intermission cam (unimplemented).
|
||||
- TRIGGER_ONLY (2) : Can't activate through touching, only via triggers.
|
||||
|
||||
# NOTES
|
||||
When a Landmark is specified, you will have to position two info_landmark
|
||||
entities across your two levels with the same name. They'll mark a translation
|
||||
point for the coordinates in your levels.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
class
|
||||
trigger_changelevel:NSBrushTrigger
|
||||
{
|
||||
|
|
|
@ -17,16 +17,18 @@
|
|||
/*!QUAKED trigger_transition (.5 .5 .5) ?
|
||||
# OVERVIEW
|
||||
Defines level transition regions.
|
||||
All entities touching this volume would carry across to the next level.
|
||||
All entities touching this volume will carry across to the next level.
|
||||
|
||||
# KEYS
|
||||
- "targetname" : Name
|
||||
|
||||
# NOTES
|
||||
In order for this entity to work, you have to assign a working info_landmark entity to your trigger_changelevel, and give this entity the same targetname as said landmark.
|
||||
In order for this entity to work, one has to assign a working info_landmark entity to a trigger_changelevel, and give this entity the same targetname as said landmark.
|
||||
|
||||
If you don't assign a transition, no entities will carry over currently. This is not accurate to vanilla behaviour in Half-Life but should mirror what Source does.
|
||||
In Half-Life, everything as part of the current PVS seems to carry over. This is probably not what you want to ever do, especially in large outdoor maps.
|
||||
In GoldSrc games, it appears that every point-entity that's part of the current PVS (mostly the 'room' and attached path-ways you're currently in) carries over to the next level - if a trigger_transition is not defined.
|
||||
This is probably not what you want to ever do, especially in large outdoor maps where the 'room' is the entire map.
|
||||
|
||||
You can also have more than one trigger_transition with the same name, so if any entity is in any of them they will move with the player across the desired level.
|
||||
|
||||
# TRIVIA
|
||||
This entity was introduced in Half-Life (1998).
|
||||
|
|
Loading…
Reference in a new issue