X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=0b0ed4c20fa97eb97cb29de46befdad391930805;hb=HEAD;hp=4c0863dfc38fabdc0843feee684c7fc37b9d4428;hpb=44d30ae8fc9ee3f358dd07eb6d5c8aba814e493f;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index 4c0863df..0b0ed4c2 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -20,7 +20,7 @@ The targeted entity is preferably an info_null. The projection is a linear projection, and originates from the center of this entity (the start of the arrow line in Radiant) to the origin of the targeted entity (the end of the arrow line in Radiant). - + Domination control point In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -------- KEYS -------- @@ -455,8 +455,8 @@ Acts as a checkpoint to re-spawn at when targeted, this will set the activator's spawn point temporarily to this entity. It is reset upon re-spawn. - -Large Armor (default 100 armor points) + +Mega Armor (default 100 armor points) -------- KEYS -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) @@ -470,7 +470,7 @@ Large Armor (default 100 armor points) modeldisabled="models/items/g_a25.md3" - + Big Armor (default 50 armor points) -------- KEYS -------- time till it respawns (default: 20) @@ -485,7 +485,7 @@ Big Armor (default 50 armor points) modeldisabled="models/items/g_a50.md3" - + Medium Armor (default 25 armor points) -------- KEYS -------- time till it respawns (default: 20) @@ -500,7 +500,7 @@ Medium Armor (default 25 armor points) modeldisabled="models/items/g_armormedium.md3" - + Small Armor (default 5 armor points) -------- KEYS -------- time till it respawns (default: 15) @@ -515,7 +515,7 @@ Small Armor (default 5 armor points) modeldisabled="models/items/g_a1.md3" - + Machine Gun ammo -------- KEYS -------- bullets gained by this item (if unset, g_pickup_nails is used) @@ -529,7 +529,7 @@ Machine Gun ammo modeldisabled="models/items/a_bullets.md3" - + Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) @@ -610,7 +610,7 @@ Big Health (default 50 health points) modeldisabled="models/items/g_h50.md3" - + Medium Health (default 25 health points) -------- KEYS -------- time till it respawns (default: 15) @@ -625,7 +625,7 @@ Medium Health (default 25 health points) modeldisabled="models/items/g_h25.md3" - + Mega Health (default 100 health points) In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -641,7 +641,7 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_h100.md3" - + Small Health (default 5 health points) -------- KEYS -------- time till it respawns (default: 15) @@ -656,7 +656,7 @@ Small Health (default 5 health points) modeldisabled="models/items/g_h1.md3" - + Strong Shield In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -670,6 +670,32 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_invincible.md3" + +Faster movement and shooting +-------- KEYS -------- +time till it respawns (default: 120) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/items/g_invincible.md3" + + + +Low visibility +-------- KEYS -------- +time till it respawns (default: 120) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/items/g_invincible.md3" + + A key entity. The itemkeys should contain one of the following key IDs: @@ -726,7 +752,7 @@ Don't use this entity on new maps! Use item_key instead. - + Instagib ammo. Always contains 5 (g_instagib_ammo_drop) shots. It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used. @@ -741,7 +767,7 @@ It only appears when playing Instagib and prevents auto-replacement of weapon_vo modeldisabled="models/items/a_cells.md3" - + Devastator, Hagar and Mortar ammo -------- KEYS -------- rockets gained by this item (if unset, g_pickup_rockets is used) @@ -755,7 +781,7 @@ Devastator, Hagar and Mortar ammo modeldisabled="models/items/a_rockets.md3" - + Shotgun ammo -------- KEYS -------- shells gained by this item (if unset, g_pickup_shells is used) @@ -769,7 +795,7 @@ Shotgun ammo modeldisabled="models/items/a_shells.md3" - + Strength aka Quad damage In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -1182,7 +1208,7 @@ Monster spawnpoint for Invasion team that the monster will join if teamplay (5 = red, 14 = blue, etc) - + Acts as an intermediary for an action that takes multiple inputs. After the counter has been triggered "count" times, it will fire all of its targets. -------- KEYS -------- @@ -1195,7 +1221,7 @@ After the counter has been triggered "count" times, it will fire all o -------- SPAWNFLAGS -------- don't print a "2 more to go..."-like message when triggered fire at every count (behaves like trigger_multiple with limited shots) - + Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay). @@ -1315,6 +1341,7 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. -------- SPAWNFLAGS -------- the team that owns the jump pad will NOT jump when touching this +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior @@ -1367,10 +1394,12 @@ Note that in Xonotic, teleporters preserve momentum of the player using them. team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport) when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. -------- SPAWNFLAGS -------- +if set, only observers can use this teleporter +if set, ignores g_teleport_maxspeed the team that owns the teleporter will NOT teleport when touching this - + the Crylink -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1384,7 +1413,7 @@ the Crylink modeldisabled="models/weapons/g_crylink.md3" - + the Electro -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1398,7 +1427,7 @@ the Electro modeldisabled="models/weapons/g_electro.md3" - + the Mortar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1412,7 +1441,7 @@ the Mortar modeldisabled="models/weapons/g_gl.md3" - + the Hagar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1426,7 +1455,7 @@ the Hagar modeldisabled="models/weapons/g_hagar.md3" - + the Blaster. Note that unless you use settemp_for_type all g_balance_blaster_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. @@ -1441,7 +1470,7 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_laser.md3" - + the Vortex In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- @@ -1456,7 +1485,7 @@ In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporiz modeldisabled="models/weapons/g_nex.md3" - + the Devastator In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- @@ -1471,7 +1500,7 @@ In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporiz modeldisabled="models/weapons/g_rl.md3" - + the Shotgun. Note that unless you use settemp_for_type all g_balance_shotgun_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. @@ -1487,7 +1516,7 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_shotgun.md3" - + the Machine Gun -------- KEYS -------- initial bullets of the weapon (if unset, g_pickup_nails is used) @@ -1501,7 +1530,7 @@ the Machine Gun modeldisabled="models/weapons/g_uzi.md3" - + the Arc (experimental weapon) -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1720,7 +1749,7 @@ Makes one entity follow another. Will not work with all entities. do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH. - + Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise. the InstaGib Vortex. Always kills with one shot. -------- KEYS -------- @@ -1735,7 +1764,7 @@ the InstaGib Vortex. Always kills with one shot. modeldisabled="models/weapons/g_minstanex.md3" - + the Port-O-Launch. Only can be shot once. Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces. -------- KEYS -------- @@ -1827,8 +1856,8 @@ Example is a Mario-style question mark block which could throw a new weapon_vort create a first entity on map load - -This is a model which can be damaged. + +This is a model which can be damaged (the model is used for collisions in-game, not the bbox). Once all health is consumed it'll disappear and trigger the targeted entity/entities. When triggered, it resets to full health, and unbreaks. -------- KEYS -------- @@ -1863,8 +1892,8 @@ When triggered, it resets to full health, and unbreaks. -------- SPAWNFLAGS -------- do not allow damaging this until it is first activated indicate amount of damage already taken by coloring -if set, splash damage cannot activate the door, only direct damage can (requires health to be set) - +if set, splash damage has no effect, only direct damage has (requires health to be set) + This is a brush model which can be damaged. @@ -1918,7 +1947,7 @@ Relays the trigger event if a cvar is set to a specified value. trigger if the cvar does NOT match the value. - + the Heavy Laser Assault Cannon. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1932,7 +1961,7 @@ the Heavy Laser Assault Cannon. modeldisabled="models/weapons/g_hlac.md3" - + the Mine Layer. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1946,7 +1975,7 @@ the Mine Layer. modeldisabled="models/weapons/g_minelayer.md3" - + Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise. the T.A.G. Seeker. -------- KEYS -------- @@ -1961,7 +1990,7 @@ the T.A.G. Seeker. modeldisabled="models/weapons/g_seeker.md3" - + the on-hand Grappling Hook. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1997,7 +2026,7 @@ Target version of trigger_heal. Heals the activator. play the sound even if the player is fully healed - + the Sniper Rifle. -------- KEYS -------- initial bullets of the weapon (if unset, g_pickup_nails is used) @@ -2325,7 +2354,7 @@ Triggers targets when a given magic word has been said the note pitch must be accurate and cannot be transposed - + the Fireball -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -2436,9 +2465,11 @@ trigger_heal trigger_impulse trigger_music trigger_push +trigger_push_velocity trigger_teleport target_heal target_kill +target_speed func_rotating func_bobbing func_button @@ -2462,9 +2493,11 @@ trigger_heal trigger_impulse trigger_music trigger_push +trigger_push_velocity trigger_teleport target_heal target_kill +target_speed func_rotating func_bobbing func_button @@ -2488,9 +2521,11 @@ trigger_heal trigger_impulse trigger_music trigger_push +trigger_push_velocity trigger_teleport target_heal target_kill +target_speed func_rotating func_bobbing func_button @@ -2767,4 +2802,52 @@ Secondary matches primary, but the vehicle can hold 2 extra players who act as g -------- KEYS -------- 5=red, 14=blue, 13=yellow, 10=pink + + +This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it. +-------- KEYS -------- +this points to the target_position to which the player will jump. +XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity. +Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity. +sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent +team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can jump) +when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. +-------- SPAWNFLAGS -------- +if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component. +if set, trigger will add to the player's horizontal velocity, otherwise it sets the player's horizontal velocity. +if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component. +if set, trigger will add to the player's vertical velocity, otherwise it sets the player's vertical velocity. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to horizontal direction. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to vertical direction. +if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction. +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior +-------- NOTES -------- +To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity. + + + +Sets the speed of the player. +If ADD is speficied, negative values will reduce the speed. +-------- KEYS -------- +Activating trigger points to this. +Speed value to set (default: 100). A value of 0 will be interpreted as such and not as the default value. +-------- SPAWNFLAGS -------- +value is treated as percentage of current speed +adds the speed instead of setting it +takes positive X-direction into account +takes negative X-direction into account +takes positive Y-direction into account +takes negative Y-direction into account +takes positive Z-direction (up) into account +takes negative Z-direction (down) into account +will accelerate the player into the given direction (spawnflags) +-------- NOTES -------- +If LAUNCHER isn't specified the player will only be accelerated if he is moving +while the target_speed is triggered, as the player needs a moving direction and this is +only given when he moves. LAUNCHER will split the given speed value to the given +directions. Note that only one of the spawnflags for each coordinate must be set. For +example if +X and -X is active the x-direction will be ignored. The same is the case +if whether +X nor -X is active. So if you want to accelerate the player up with 900u +you have to set the speed value to 900 and activate the spawnflags +Z and LAUNCHER. +