GS-Entbase: QUAKED comment improvements for level editors
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114 changed files with 608 additions and 397 deletions
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@ -15,12 +15,13 @@
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*/
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/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
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"scale" Texture dimension at which to render the cubemap. Default is '32'.
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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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Trivia:
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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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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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@ -15,15 +15,16 @@
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*/
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/*QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8)
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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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Client-side glare/glow orb effect like the flares in 1997's Unreal.
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Trivia:
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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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@ -15,14 +15,18 @@
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*/
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/*QUAKED env_particle (1 0 0) (-8 -8 -8) (8 8 8)
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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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Client-side particle effect. Active at runtime, fully client-side.
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Cannot be triggered.
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-------- TRIVIA --------
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This entity was introduced in The Wastes (2018).
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*/
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class env_particle:CBaseEntity
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@ -18,15 +18,18 @@
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//#define DSP_LERP
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/*QUAKED env_sound (0 1 0.5) (-8 -8 -8) (8 8 8)
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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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Client-side environmental reverb modifier.
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-------- NOTES --------
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This works only with the OpenAL sound backend.
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Trivia:
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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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*/
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/*QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 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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Client-side environmental soundscape modifier.
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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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@ -24,7 +24,7 @@ int trace_surfaceflagsi;
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STUB!
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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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*/
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/*QUAKED func_dustmotes (0 .5 .8) ?
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"count" Number of dustmote particles that will float around on average.
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Dustmote emitting brush volume.
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Trivia:
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-------- KEYS --------
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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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*/
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*/
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/*QUAKED func_lod (0 .5 .8) ?
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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"
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0 = Solid
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1 = Nonsolid
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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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Trivia:
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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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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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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 env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
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"scale" Texture dimension at which to render the cubemap. Default is '32'.
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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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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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class
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infodecal:CBaseEntity
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{
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STUB!
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Trivia:
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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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*/
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/*QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
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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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Client-side overlay/message that is projected in relation to its position
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in 3D space.
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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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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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*/
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/*QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
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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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Client-side decorative model entity.
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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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/*QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
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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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"_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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Decorative model entity that gets baked into the level file.
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-------- NOTES --------
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After compilation, the source model is no longer required and the
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resulting entity is removed.
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resulting entity is removed. This ensures that models are rendered in the
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same batch as the world. This makes sense for one giant unique model in
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the map, but for multiple repetitive uses of the same model you'll actually
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waste disk space and memory. Use wisely.
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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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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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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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Client-side decorative entity. Connect the entity to a named info_notnull
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and watch it swing around.
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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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Trivia:
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-------- TRIVIA --------
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This entity was introduced in The Wastes (2018).
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*/
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*/
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/*QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
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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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Defines the position of a skyroom camera.
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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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The scale modifier is more like a divider. You want to keep these
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divisable by 2 to avoid any precision funkyness.
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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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*/
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/*QUAKED ambient_generic (1 1 1) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
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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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"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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Plays a sound sample of whatever format the engine is configured to support.
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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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Trivia:
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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TODO: Add a forced loop flag for non .wav samples?
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*/
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enumflags
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*/
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/*QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
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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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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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-------- 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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-------- TRIVIA --------
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This entity was introduced in Quake (1996).
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*/
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enumflags
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*/
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/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
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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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"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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sequences. This is really for test-maps and showroom entities.
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Trivia:
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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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*/
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/*QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
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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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Decorative, does nothing yet.
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Trivia:
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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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*/
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/*QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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This entity is incomplete. Purely stub.
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Trivia:
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-------- KEYS --------
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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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*/
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*/
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/*QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
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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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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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Trivia:
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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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*/
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/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
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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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When triggered, creates an explosion at its location.
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Trivia:
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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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*/
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/*QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
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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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"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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When triggered, creates a colored overlay that blinds all players, or just
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the one who triggered it if EVF_ONLYUSER is set.
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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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Trivia:
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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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*/
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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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-------- 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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"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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Trivia:
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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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@ -14,7 +14,10 @@
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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 env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
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/*QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
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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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@ -23,10 +26,11 @@
|
|||
"duration" Duration of the effect in seconds.
|
||||
"holdtime" How long we'll hold on the max color/alpha.
|
||||
|
||||
When triggered, creates a colored overlay that blinds all players, or just
|
||||
the one who triggered it if EVF_ONLYUSER is set.
|
||||
-------- NOTES --------
|
||||
With EHH_ALLPLAYERS set, it will force to send the hint notifcation to
|
||||
all active clients.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,14 +14,22 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED env_laser (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
/*QUAKED env_laser (1 0 0) (-8 -8 -8) (8 8 8) ENVLAZ_STARTON x x x ENVLAZ_STARTSPARK ENVLAZ_ENDSPARK ENVLAZ_DECALEND
|
||||
Shoots a frickin lazer.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"texture" Sprite to use as a texture.
|
||||
"EndSprite" Sprite to draw at the end of the laser beam impact.
|
||||
"LaserTarget" Which entity determines the end position.
|
||||
"damage" Damage-per-second when something passes through.
|
||||
|
||||
Shoots a frickin lazer.
|
||||
-------- NOTES --------
|
||||
Use an info_notnull for a LaserTarget.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
|
||||
Displays a basic message or titles.txt entry.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -23,10 +26,11 @@
|
|||
"messagevolume" PCM sample volume
|
||||
"messageattenuation" PCM sample attenuation
|
||||
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
|
||||
Changes the visual appearance of a target.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -22,9 +25,7 @@
|
|||
"renderamt" Render-Alpha the target changes to.
|
||||
"rendercolor" Render-Color the target changes to.
|
||||
|
||||
Changes the visual appearance of a target.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
|
||||
Causes an earthquake/shaking effect when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -23,10 +26,10 @@
|
|||
"duration" Duration of the effect in seconds.
|
||||
"frequency" The frequency of the shake.
|
||||
|
||||
Causes an earthquake/shaking effect when triggered.
|
||||
-------- NOTES --------
|
||||
Affects all clients (radius ignored) when EVS_GLOBAL is set.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Shoots model entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -28,9 +31,7 @@
|
|||
"m_flGibLife" Life of the individual model piece.
|
||||
"scale" Scale modifier of the model pieces.
|
||||
|
||||
Shoots model entities from its location.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
|
||||
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
|
||||
|
||||
Creates a series (or just one) spark effect with sound when triggered.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED env_sprite (1 0 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
|
||||
A sprite entity manager with fancy overrides.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -26,10 +29,10 @@
|
|||
"framerate" Rate between frames in seconds.
|
||||
"scale" Scale modifier of the sprite.
|
||||
|
||||
A sprite entity manager with fancy overrides.
|
||||
-------- NOTES --------
|
||||
Only used with an external sprite format, like SPR, SPRHL and SPR32.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
Brush volume that can break into lots of little pieces.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -22,8 +25,7 @@
|
|||
"delay" Delay in seconds of when it breaks under pressure.
|
||||
"explodemagnitude" Strength of the explosion.
|
||||
|
||||
Brush volume that can break into lots of little pieces.
|
||||
|
||||
-------- NOTES --------
|
||||
Material list:
|
||||
|
||||
0 = Glass
|
||||
|
@ -50,7 +52,7 @@ 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).
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
|
||||
A brush entity which can be used either by touching, interaction (via a games'
|
||||
use-key/button or other targetting methods.
|
||||
It will then travel, similar to a door to a specified direction.
|
||||
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.
|
||||
|
@ -28,19 +35,14 @@
|
|||
which sounds to play.
|
||||
"health" Amount of damage this button takes before it triggers.
|
||||
|
||||
Outputs:
|
||||
-------- 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.
|
||||
|
||||
A brush entity which can be used either by touching, interaction (via a games'
|
||||
use-key/button or other targetting methods.
|
||||
It will then travel, similar to a door to a specified direction.
|
||||
Once it's fully pushed in, it'll trigger its targets, then return back to its
|
||||
original 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.
|
||||
|
||||
|
@ -53,7 +55,7 @@ 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_conveyor (0 .5 .8) ?
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
||||
STUB!
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -19,6 +19,13 @@ A "fake" entity for level editors.
|
|||
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.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"_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.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
|
|
@ -20,6 +20,13 @@ It is almost identical to func_detail except that it has no collision.
|
|||
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.
|
||||
|
||||
Trivia:
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
-------- KEYS --------
|
||||
"_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.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
|
||||
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.
|
||||
|
@ -30,9 +34,7 @@
|
|||
"movesnd" Legacy integer value pointing to a predefined move sound.
|
||||
"stopsnd" Legacy integer value pointing to a predefined stop sound.
|
||||
|
||||
This sliding door entity has the ability to slide forth and back on any
|
||||
axis. It is often used for primitive elevators as well.
|
||||
|
||||
-------- 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".
|
||||
|
@ -50,7 +52,7 @@ 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:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
|
||||
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.
|
||||
|
@ -29,10 +33,7 @@
|
|||
"wait" Time that has to pass for the door to automatically close.
|
||||
"netname" Target to trigger when the door closes back up.
|
||||
|
||||
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.
|
||||
|
||||
Flags:
|
||||
-------- 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.
|
||||
|
@ -43,7 +44,7 @@ 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake II (1997).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_group (0 .5 .8) ?
|
||||
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
|
||||
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
|
||||
|
||||
A "fake" entity for level editors, used to group together patches and
|
||||
brushes for easy moving. All geometry in the group will become
|
||||
worldspawn upon compile.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"_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).
|
||||
*/
|
||||
|
|
|
@ -15,15 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_guntarget (0 .5 .8) ?
|
||||
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.
|
||||
|
||||
Gun targets brushes that trigger a target once they 'die'.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_healthcharger (0 .5 .8) ?
|
||||
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.
|
||||
|
@ -22,9 +25,7 @@
|
|||
"snd_charging" Sound to play when first charging.
|
||||
"snd_done" Sound to play when first finished charging.
|
||||
|
||||
Brush that fills up your health when used, to a maximum of 100 HP.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_mortar_field (0 .5 .8) ?
|
||||
This brush volume acts as mortar drop area.
|
||||
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
|
||||
|
@ -22,23 +27,18 @@
|
|||
"m_iszXController" Name of the momentary_rot_button providing X-offset
|
||||
"m_iszYController" Name of the momentary_rot_button providing Y-offset
|
||||
|
||||
Description:
|
||||
This brush volume acts as mortar drop area.
|
||||
When triggered, it'll drop mortar shells straight to the ground (with a bit
|
||||
of spread if specified).
|
||||
|
||||
-------- NOTES --------
|
||||
It can be set to three different targeting modes, 0 will pick any
|
||||
random point in the volume as a drop position. 1 will target the person or
|
||||
entity activating it and 2 is a more complex mode which requires two
|
||||
momentary_rot_button entities to control the X and Y offset in the volume.
|
||||
|
||||
Notes:
|
||||
GoldSrc expects some hardcoded behaviour (sounds playing, hardcoded delay
|
||||
between mortar shell drops) that I haven't implemented yet.
|
||||
I'll turn those into map attribute keys so people can finally control
|
||||
sound, damage, delay and so on.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,15 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
|
||||
"targetname" Name
|
||||
|
||||
Brush that can be hidden and reappear when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- NOTES --------
|
||||
If FTW_STARTHIDDEN is set, it'll start hidden.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,11 +15,12 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_physbox (0 .5 .8) ?
|
||||
Physics brush.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Physics brush
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER
|
||||
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
|
||||
|
||||
It's a simple elevator. It goes down... and back up.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
||||
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.
|
||||
|
||||
This is essentially the same entity as a func_breakable, but
|
||||
a player can push and pull it around the level.
|
||||
-------- NOTES --------
|
||||
It uses stepping player physics to move around.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_recharge (0 .5 .8) ?
|
||||
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.
|
||||
|
@ -22,9 +25,7 @@
|
|||
"snd_charging" Sound to play when first charging.
|
||||
"snd_done" Sound to play when first finished charging.
|
||||
|
||||
Brush that fills up your armor when used, to a maximum of 100 points.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*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.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the entity to trigger when opened
|
||||
"speed" How fast the button rotates when activated.
|
||||
|
@ -22,10 +25,7 @@
|
|||
"wait" Time to wait before button resets itself. -1 makes it stay set.
|
||||
"distance" Distance in degrees the button will rotate
|
||||
|
||||
|
||||
A button that rotates. Used for valves, spigots and alike.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR
|
||||
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.
|
||||
|
||||
Rotating brush object. Useful for fans, etc.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_tank (0 .5 .8) ? FNCTANK_ACTIVE x x x FNCTANK_DIRECTONLY FNCTANK_CONTROLLABLE
|
||||
A mountable tank gun turret type entity. A player (or NPC) can interact with
|
||||
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.
|
||||
|
@ -34,19 +39,14 @@
|
|||
"spritescale" Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
Description:
|
||||
A mountable tank gun turret type entity. A player (or NPC) can interact with
|
||||
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.
|
||||
|
||||
Notes:
|
||||
-------- NOTES --------
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
involved and because it's so awfully GoldSrc specific.
|
||||
Eventually I need to design a more generic routine that allows people to just
|
||||
refer to materials with the appropriate blend-modes instead of hardcoding that
|
||||
some random sprites needs to be treated additive.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,9 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_tankcontrols (0 .5 .8) ?
|
||||
Brush that marks the usable region of a func_tankmortar, in order
|
||||
to gain control.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_tankmortar (0 .5 .8) ?
|
||||
A mountable tank mortar turret type entity. A player (or NPC) can interact with
|
||||
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.
|
||||
|
@ -34,19 +39,14 @@
|
|||
"spritescale" Scale multiplier for both smoke and flash sprites.
|
||||
"rotatesound" Sound file to play in a loop while barrel is rotating.
|
||||
|
||||
Description:
|
||||
A mountable tank mortar turret type entity. A player (or NPC) can interact with
|
||||
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.
|
||||
|
||||
Notes:
|
||||
-------- NOTES --------
|
||||
I don't like the sprite stuff tacked on at all because of the extra networking
|
||||
involved and because it's so awfully GoldSrc specific.
|
||||
Eventually I need to design a more generic routine that allows people to just
|
||||
refer to materials with the appropriate blend-modes instead of hardcoding that
|
||||
some random sprites needs to be treated additive.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_tracktrain (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
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.
|
||||
|
@ -22,10 +27,7 @@
|
|||
"snd_move" Path to sound sample which plays when it's moving.
|
||||
"snd_stop" Path to sound sample which plays when it stops moving.
|
||||
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
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.
|
||||
|
||||
-------- NOTES --------
|
||||
Upon level entry, the func_tracktrain will spawn right where its first path_corner
|
||||
node is. This is so you can light the func_tracktrain somewhere else - like a lonely
|
||||
box somewhere outside the playable area.
|
||||
|
@ -36,7 +38,7 @@ Marking the func_tracktrain with the flag TRAIN_NOTSOLID will make entities not
|
|||
collide with the train. This is best used for things in the distance or for
|
||||
when lasers are following this train as a sort of guide.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_tracktraincontrols (0 .5 .8) ?
|
||||
"targetname" Name
|
||||
"target" Name of the func_vehicle to control
|
||||
|
||||
Brush that marks the usable region of a func_tracktrain, in order
|
||||
to gain control.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the func_vehicle to control
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,11 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
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.
|
||||
|
@ -22,10 +27,7 @@
|
|||
"snd_move" Path to sound sample which plays when it's moving.
|
||||
"snd_stop" Path to sound sample which plays when it stops moving.
|
||||
|
||||
Moving platform following along path_corner entities, aka nodes.
|
||||
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.
|
||||
|
||||
-------- NOTES --------
|
||||
Upon level entry, the func_train will spawn right where its first path_corner
|
||||
node is. This is so you can light the func_train somewhere else - like a lonely
|
||||
box somewhere outside the playable area.
|
||||
|
@ -36,7 +38,7 @@ Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
|
|||
collide with the train. This is best used for things in the distance or for
|
||||
when lasers are following this train as a sort of guide.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_vehicle (0 .5 .8) ?
|
||||
Primitive brush-based vehicle entity.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Name of the first path_track/corner (See Notes)
|
||||
"acceleration" Acceleration multiplier
|
||||
|
@ -35,8 +38,7 @@ Unimplemented:
|
|||
"volume" Volume at which said sounds play at (from 0-10)
|
||||
"dmg" Damage inflicted upon entities when blocked
|
||||
|
||||
Primitive brush-based vehicle entity.
|
||||
|
||||
-------- NOTES --------
|
||||
The vehicle's position is set via the 'target' key, which sets the first
|
||||
path_track/corner. The vehicle is then teleported to the 'target' but
|
||||
it stays at the same vertical position as originally placed.
|
||||
|
@ -45,7 +47,7 @@ The angle is calculated by aiming the 'target' path_track/corner entity
|
|||
to its own 'target' entity. So yes, you need two of these path_track/corner
|
||||
entities.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Counter-Strike (2000).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_vehiclecontrols (0 .5 .8) ?
|
||||
"targetname" Name
|
||||
"target" Name of the func_vehicle to control
|
||||
|
||||
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
|
||||
|
||||
-------- NOTES --------
|
||||
It's the same as func_tracktraincontrols, except that it's for
|
||||
func_vehicle instead of func_tracktrain.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Counter-Strike (2000).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,15 @@
|
|||
*/
|
||||
|
||||
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
|
||||
"targetname" Name
|
||||
|
||||
Brush that can be hidden and reappear when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
An alternative is func_brush, which also can control aspects such as collision.
|
||||
If FTW_STARTHIDDEN is set, it'll start hidden.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,25 +15,26 @@
|
|||
*/
|
||||
|
||||
/*QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY
|
||||
Entity that emits items when triggered, or upon player spawn (MP-only).
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"master" Team Master
|
||||
|
||||
Entity that emits items when triggered, or upon player spawn (MP-only).
|
||||
|
||||
-------- NOTES --------
|
||||
When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered
|
||||
in order to 'give' the activator the item. Otherwise it'll automatically
|
||||
'give' every client its noted items upon spawning.
|
||||
However, this only applies to Multiplayer games. In Singleplayer, the entity
|
||||
will only work with GPEFL_TRIGGERONLY being set.
|
||||
|
||||
Notes:
|
||||
I say 'give' very loosely because the entity spawns the item in physical pickup
|
||||
form above the player. As you can imagine, it's kind of wasteful but this is the
|
||||
expected behaviour. Some modifications might depend on that...
|
||||
|
||||
I still need to implement the Team Master functionality.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
|
||||
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)
|
||||
|
@ -34,13 +37,13 @@
|
|||
seconds.
|
||||
"channel" Message channel to use. Meant for overriding messages.
|
||||
|
||||
This entity displays a message of your choice on-screen.
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED gibshooter (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
Shoots model bouncy entities from its location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -28,9 +31,7 @@
|
|||
"m_flGibLife" Life of the individual model piece.
|
||||
"scale" Scale modifier of the model pieces.
|
||||
|
||||
Shoots model entities from its location.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,19 @@
|
|||
*/
|
||||
|
||||
/*QUAKED info_intermission (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
An entity that's used to create an 'Intermission' camera.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
An entity that's used to create an 'Intermission' camera.
|
||||
-------- NOTES --------
|
||||
Some mods use this while displaying the final scores, once a timelimit
|
||||
is hit etc.
|
||||
|
||||
When Intermission is active, the players camera will be teleported here
|
||||
and angles towards the aim target.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,17 +15,19 @@
|
|||
*/
|
||||
|
||||
/*QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
"targetname" Name
|
||||
|
||||
Helper entity for the game-logic its vast array of entities.
|
||||
It is most commonly used to aim active in-game entities towards a specific
|
||||
location.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- NOTES --------
|
||||
For tasks such as aiming static/lightmapped light sources during the compiling
|
||||
process, please use info_null instead as it'll get removed after it has served
|
||||
its purpose.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,17 @@
|
|||
*/
|
||||
|
||||
/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
"targetname" Name
|
||||
|
||||
Helper entity for the map creation process only.
|
||||
It is supposed to be removed after compilation of a .bsp file.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- NOTES --------
|
||||
If you're pointing any active game-logic entities to this entity,
|
||||
prepare to crash.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,21 +15,24 @@
|
|||
*/
|
||||
|
||||
/*QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
"targetname" Name
|
||||
"texture" Name of the texture inside decals.wad it projects onto a surface.
|
||||
|
||||
This entity currently only works on BSP version 30 levels.
|
||||
Projects a decals.wad texture onto the nearest surface.
|
||||
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.
|
||||
|
||||
-------- NOTES --------
|
||||
This entity currently only works on BSP version 30 levels.
|
||||
|
||||
If a targetname is supplied, it will have to be triggered by an entity in order
|
||||
to appear. Afterwards it cannot be triggered again.
|
||||
|
||||
It will pick the nearest wall (currently checking a distance of 128 units,
|
||||
which is probably overkill). No angle has to be supplied.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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.
|
||||
|
||||
This is a food item that will give the user 1 health when touched.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,12 +15,12 @@
|
|||
*/
|
||||
|
||||
/*QUAKED momentary_door (0 .5 .8) ?
|
||||
Dynamic door that will move back down if it's not being used.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Brush that lets light to pass through it.
|
||||
On idTech 2 BSPs, it will change texture variants when triggered.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,9 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
|
||||
Dyanmic button/wheel/lever that moves back into its original position when not
|
||||
in use. It affects momentary_door.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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.
|
||||
|
||||
Decorative, does nothing yet.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8) x x MGF_NONSOLID
|
||||
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.
|
||||
|
||||
Decorative, does nothing yet.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,25 +15,26 @@
|
|||
*/
|
||||
|
||||
/*QUAKED monstermaker (1 0 0) (-8 -8 -8) (8 8 8) MMF_STARTON x MMF_NONTOGGLE MMF_MONSTERCLIP
|
||||
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.
|
||||
|
||||
The monster maker is the end-all solution to timed/controlled spawning of
|
||||
monster entities.
|
||||
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED multi_manager (1 0 0) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
|
||||
"targetname" Name
|
||||
|
||||
Triggers a maximum of 16 user defined entities with additonal timers.
|
||||
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
|
||||
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,14 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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
|
||||
|
||||
STUB!
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
|
||||
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.
|
||||
|
@ -22,8 +25,7 @@
|
|||
"yaw_speed" New yaw rotation for passing train. Currently unused.
|
||||
"wait" Waiting time until we go to the next node.
|
||||
|
||||
Node entities used for func_trains and func_guntargets.
|
||||
|
||||
-------- 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.
|
||||
|
@ -33,7 +35,7 @@ teleport to the position of the next node (target).
|
|||
|
||||
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,13 +15,15 @@
|
|||
*/
|
||||
|
||||
/*QUAKED path_track (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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.
|
||||
|
||||
STUB!
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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)
|
||||
|
@ -24,10 +28,7 @@
|
|||
"rendercolor" Fade effect color vector (RGB255)
|
||||
"renderamt" Fade effect alpha value
|
||||
|
||||
This trigger reloads the last autosaved game with a custom message.
|
||||
This is commonly used when a mission objective has failed.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,11 +15,12 @@
|
|||
*/
|
||||
|
||||
/*QUAKED player_weaponstrip (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
"targetname" Name
|
||||
|
||||
Strips the activator of all of its weapons.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED point_camera (1 0 0) (-8 -8 -8) (8 8 8) PCAMFL_STARTOFF
|
||||
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 (?)
|
||||
|
@ -23,16 +27,13 @@
|
|||
"fogStart" Near fog plane
|
||||
"fogEnd" Far fog plane
|
||||
|
||||
Inputs:
|
||||
-------- 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
|
||||
|
||||
A virtual camera of which its output can be displayed on a rendertarget.
|
||||
This plays well with the func_monitor entity.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -14,12 +14,13 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16)
|
||||
"targetname" Name
|
||||
|
||||
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16)
|
||||
Physics model
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
*/
|
||||
|
||||
/*QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
This entity plays a .wav file at random intervals.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered
|
||||
"killtarget" Target to kill when triggered
|
||||
|
@ -23,8 +26,7 @@
|
|||
"wait" Minimum time for sound repetition in %
|
||||
"random" Random % of this added to wait
|
||||
|
||||
This entity plays a .wav file at random intervals.
|
||||
|
||||
-------- NOTES --------
|
||||
To explain the math behind it:
|
||||
The 'wait' key specifies the minimum time it waits to play itself again,
|
||||
however we always add a bit of a random interval on top.
|
||||
|
@ -32,7 +34,7 @@ The random interval is a set percentage of the specified 'wait' time.
|
|||
For example, if 'wait' is 10 and 'random' is 50, then it'll always be
|
||||
a random interval between 10 and 15 seconds in total.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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
|
||||
|
@ -23,10 +27,7 @@
|
|||
"random_min" Minimum added random time
|
||||
"random_max" Maximum added random time
|
||||
|
||||
When triggered, it'll calculate some random interval until it triggers
|
||||
its targets, based on some limits given.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*QUAKED scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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.
|
||||
|
@ -24,10 +28,7 @@
|
|||
"delay" Delay before it'll be triggered? UNUSED RIGHT NOW.
|
||||
"wait" Delay before it can be triggered again? UNUSED RIGHT NOW.
|
||||
|
||||
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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,10 @@
|
|||
*/
|
||||
|
||||
/*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.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
@ -25,6 +29,7 @@
|
|||
"m_flRepeat" Loop? Unused.
|
||||
"m_fMoveTo" How we move to perform m_iActionAnim
|
||||
|
||||
-------- NOTES --------
|
||||
f_fMoveTo values:
|
||||
0 = Don't move or turn
|
||||
1 = Walk to the scripted_sequence
|
||||
|
@ -33,10 +38,7 @@ f_fMoveTo values:
|
|||
4 = Warp to the location of the scripted_sequence and perform the animation.
|
||||
5 = Turn to the scripted_sequence's angle before performing the animation.
|
||||
|
||||
Allow a monster to be selected and given an action to perform.
|
||||
This is done in the form of olaying an animation.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,14 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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)
|
||||
|
||||
Creates a public announcement system that randomly plays announcements from
|
||||
the sentences.txt file.
|
||||
|
||||
-------- NOTES --------
|
||||
Valid values for 'preset":
|
||||
0 = Use Sentence group name
|
||||
1 = C1A0_
|
||||
|
@ -38,7 +40,7 @@ Valid values for 'preset":
|
|||
11 = C3A1_
|
||||
12 = C3A2_
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,9 +15,12 @@
|
|||
*/
|
||||
|
||||
/*QUAKED info_player_start (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
Player spawn position for single-player games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Player spawn position for single-player games.
|
||||
-------- NOTES --------
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
spawn-positions for the Counter-Terrorist team.
|
||||
|
||||
|
@ -27,14 +30,17 @@ or multiplayer coop (if info_player_coop spawn points don't exist).
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_deathmatch (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
Player spawn position for deathmatch games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
Player spawn position for deathmatch games.
|
||||
-------- NOTES --------
|
||||
This entity is also used in Counter-Strike (2000) and its beta versions to mark
|
||||
spawn-positions for the Terrorist team.
|
||||
|
||||
|
@ -45,15 +51,17 @@ based modes.
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_coop (1 1 1) (-16 -16 -36) (16 16 36)
|
||||
"targetname" Name
|
||||
|
||||
Player spawn position for cooperative games.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- NOTES --------
|
||||
In order for a player to spawn here, the game needs to take place on a map
|
||||
for singleplayer with cooperative multiplayer enabled.
|
||||
If this entity isn't present on such a mode, info_player_start will be the
|
||||
|
@ -62,7 +70,7 @@ fallback spawn-point.
|
|||
Mods may choose to have additional fields that are not documented here as part
|
||||
of the entity, keep that in mind.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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)
|
||||
|
||||
This entity plays a sample upon triggering at a specified volume.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
It was introduced in Gunman Chronicles (2000).
|
||||
It's not any more useful than an ambient_generic.
|
||||
I suspect it's a carry-over from when Gunman was a Quake II mod, as
|
||||
|
|
|
@ -15,17 +15,19 @@
|
|||
*/
|
||||
|
||||
/*QUAKED target_cdaudio (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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.
|
||||
|
||||
A radius based trigger_cdaudio.
|
||||
Disables itself upon activation.
|
||||
|
||||
-------- NOTES --------
|
||||
I honestly don't know what the point is, as trigger_cdaudio should
|
||||
act the same in practice.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,17 +15,19 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
|
||||
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.
|
||||
|
||||
Will automatically start working when the level has spawned.
|
||||
|
||||
-------- NOTES --------
|
||||
If TA_USEONCE is set, it'll remove itself from the level permanently.
|
||||
It will not survive round respawns, etc.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_autosave (0 .5 .8) ?
|
||||
"targetname" Name
|
||||
|
||||
Volume that'll save the current game when a client enters its bounds.
|
||||
This entity does not work in multiplayer.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_cdaudio (0 .5 .8) ?
|
||||
Switches the background music track when triggered.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"health" Music track to play.
|
||||
|
||||
Switches the background music track when triggered.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,22 +15,24 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
|
||||
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.
|
||||
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
"map" Next .bsp file name to transition to.
|
||||
"landmark" Landmark name to target.
|
||||
"changedelay" Time in seconds until the transition happens.
|
||||
|
||||
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.
|
||||
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,14 +15,15 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_changetarget (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
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
|
||||
|
||||
When triggered, trigger_changetarget changes the 'target' value of any entity
|
||||
to something else.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,15 +15,17 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_counter (0 .5 .8) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
|
||||
"targetname" Name
|
||||
"target" Target when triggered.
|
||||
"killtarget" Target to kill when triggered.
|
||||
"delay" Delay until target is triggered.
|
||||
|
||||
This entity counts the number of times it is triggered and activates its
|
||||
target when it reaches a specified number.
|
||||
|
||||
Trivia:
|
||||
-------- 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.
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_endsection (0 .5 .8) ?
|
||||
"targetname" Name
|
||||
|
||||
This trigger shuts down the server.
|
||||
Useful for when a singleplayer game ends, as it takes you to the main menu.
|
||||
|
||||
Trivia:
|
||||
-------- KEYS --------
|
||||
"targetname" Name
|
||||
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life (1998).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,14 +15,16 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_hurt (0 .5 .8) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
|
||||
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.
|
||||
|
||||
Trigger volume that damages everything it touches.
|
||||
|
||||
-------- 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.
|
||||
|
@ -30,7 +32,7 @@ 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,6 +15,14 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_look (0 .5 .8) ?
|
||||
Triggers itself when a player is inside its volume and is looking at a
|
||||
specific entity within a specified field-of-view cone.
|
||||
It then disables itself.
|
||||
|
||||
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.
|
||||
|
@ -24,14 +32,7 @@
|
|||
"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.
|
||||
|
||||
Triggers itself when a player is inside its volume and is looking at a
|
||||
specific entity within a specified field-of-view cone.
|
||||
It then disables itself.
|
||||
|
||||
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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Half-Life 2 (2004).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,17 +15,19 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_multiple (0 .5 .8) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
|
||||
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
|
||||
|
||||
A trigger volume which works more than once.
|
||||
|
||||
-------- NOTES --------
|
||||
None of the spawnflags are implemented yet.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_once (0 .5 .8) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
|
||||
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.
|
||||
|
||||
A trigger volume which works only once.
|
||||
|
||||
-------- NOTES --------
|
||||
None of the spawnflags are implemented yet.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
"targetname" Name
|
||||
"killtarget" Target to kill when triggered.
|
||||
|
||||
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.
|
||||
|
||||
-------- NOTES --------
|
||||
Ideas: Add ability to supress looking around, firing weapons, using items
|
||||
and so on.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Opposing Force (1999).
|
||||
*/
|
||||
|
||||
|
|
|
@ -15,16 +15,18 @@
|
|||
*/
|
||||
|
||||
/*QUAKED trigger_push (0 .5 .8) ? TP_ONCE TP_STARTOFF
|
||||
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.
|
||||
|
||||
Pushes anything in its volume into a direction of your choosing.
|
||||
|
||||
-------- 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.
|
||||
|
||||
Trivia:
|
||||
-------- TRIVIA --------
|
||||
This entity was introduced in Quake (1996).
|
||||
*/
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue