X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=0b0ed4c20fa97eb97cb29de46befdad391930805;hb=HEAD;hp=73ddc17aad154b69d7b6de9846d48adb6a7a932a;hpb=a2be1e14f9b34fc52a7ab743816cb6f8e5d606ea;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index 73ddc17a..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 -------- @@ -248,7 +248,7 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. -To select the func_group, either select it from the Entity List window, or select a bruch belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. +To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Whole Entities. -------- Q3MAP2 KEYS -------- light map resolution factor Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. @@ -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) @@ -529,8 +529,8 @@ Machine Gun ammo modeldisabled="models/items/a_bullets.md3" - -Nex, Electro and Crylink ammo + +Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -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: @@ -697,10 +723,39 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. - + + +SILVER key. +-----------KEYS------------ +color of the key (default: '.9 .9 .9'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +Don't use this entity on new maps! Use item_key instead. + + + +GOLD key. +-----------KEYS------------ +color of the key (default: '1 .9 0'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +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_nex & weapon_rocketlauncher when used. +It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used. -------- KEYS -------- time till it respawns (default: 45) respawn time randomization +/- seconds (default: 0) @@ -712,8 +767,8 @@ It only appears when playing Instagib and prevents auto-replacement of weapon_ne modeldisabled="models/items/a_cells.md3" - -Rocket Launcher, Hagar and Mortar ammo + +Devastator, Hagar and Mortar ammo -------- KEYS -------- rockets gained by this item (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -726,7 +781,7 @@ Rocket Launcher, 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) @@ -740,7 +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 -------- @@ -805,7 +860,7 @@ Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSID color of the laser beam (default: red, that is, 1 0 0) damage inflicted by the beam per second, or -1 for an instant-death ray name to target this (then its state is toggled) -when set, makes a dark laser of the given strength; may be combined with colormod +when set, makes a dark laser of the given strength; may be combined with beam_color scales the beam thickness (default 1) scales the dynamic light radius at the endpoint (default 1, -1 to turn off) team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) @@ -1141,7 +1196,6 @@ The sound name may also be of the form *soundname, and in that case the respecti -------- SPAWNFLAGS -------- the sound is looped and initially plays (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. the sound is looped and initially does not play (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. -the sound plays with no attenuation (same as setting atten to -1) the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF) @@ -1154,9 +1208,9 @@ 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 and remove itself. +After the counter has been triggered "count" times, it will fire all of its targets. -------- KEYS -------- how many times this needs to be triggered to activate its targets trigger all entities with this targetname when triggered @@ -1166,12 +1220,14 @@ After the counter has been triggered "count" times, it will fire all o remove all entities with this targetname when triggered -------- 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). -------- KEYS -------- delay the triggering by the given time +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered print this message to the player who activated the trigger @@ -1188,7 +1244,7 @@ Has the useful effect of automatically returning flags, keys and runes when they team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe) -------- SPAWNFLAGS -------- -the team that owns this will NOT jump when touching this +the team that owns this will NOT get hurt when touching this @@ -1202,6 +1258,8 @@ Can be used in two ways: "wind field": points to the target_position to which the player will get pushed. "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor. "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside) +-------- SPAWNFLAGS -------- +treat strength as a target value for speed in the desired direction (directional mode only) @@ -1231,6 +1289,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered @@ -1255,6 +1314,7 @@ Basically, it's a use-once trigger_multiple. amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered delay the triggering by the given time @@ -1274,13 +1334,14 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * -------- KEYS -------- point the player will fly to when using the jump pad (use a target_position here) if height is 0, the (player's origin at the) apex of the jump will be at the target; otherwise, the apex will be abs(height) above the higher point of player's origin and the target; if positive, the apex will be reached in the jump from initial origin to target -when target is not set, direction vector to push to +when target is not set, direction vector to push to, this * speed * 10 is the velocity to be reached. speed of jump pad (default: 1000) 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 teleport) -when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. +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 -------- -the team that owns the teleporter will NOT jump when touching this +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 @@ -1333,10 +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) @@ -1350,7 +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) @@ -1364,7 +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) @@ -1378,7 +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) @@ -1392,9 +1455,9 @@ the Hagar modeldisabled="models/weapons/g_hagar.md3" - -the Laser. Note that unless you use - settemp_for_type all g_start_weapon_laser 0 + +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. -------- KEYS -------- time till it respawns (default: 15) @@ -1407,12 +1470,12 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_laser.md3" - -the Nex -In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. + +the Vortex +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) -time till it respawns (default: 15 * g_balance_nex_respawntime_modifier) +time till it respawns (default: 15) 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. @@ -1422,9 +1485,9 @@ In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells modeldisabled="models/weapons/g_nex.md3" - -the Rocket Launcher -In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. + +the Devastator +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -1437,9 +1500,9 @@ In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells modeldisabled="models/weapons/g_rl.md3" - + the Shotgun. Note that unless you use - settemp_for_type all g_start_weapon_shotgun 0 + settemp_for_type all g_balance_shotgun_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- initial shells of the weapon (if unset, g_pickup_shells is used) @@ -1453,7 +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) @@ -1467,6 +1530,20 @@ 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) +time till it respawns (default: 15) +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/weapons/g_arc.md3" + + The world. If you see this, the currently selected brush is not of an entity. @@ -1541,7 +1618,7 @@ A brush that emits particles. Can be (de)activated with relays. particle direction and speed extra velocity jitter amount particle count multiplier (per spawned particle) -when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity sound to play when the particle is emitted distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) volume of the sound @@ -1571,7 +1648,7 @@ A brush that emits sparks. Can be (de)activated with relays. extra velocity jitter amount number of particles to emit per second (min 0.5, default 2.5) particle count multiplier (per spawned particle) -when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity sound to play when the particle is emitted distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) volume of the sound @@ -1594,6 +1671,7 @@ Specialised version of func_pointparticles -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- assume it is already turned on (so the first event is NOT passed through) @@ -1640,6 +1718,11 @@ A brush that when entered changes the player's view to a position between target allow regular aiming and movement while forcing the camera between the viewlocation points show a crosshair on screen and allow 2d aiming instead of only forward allow moving up and down as well in side-scrolling mode, useful for brawlers +follow the player when they leave the trigger's start and end boundaries +don't use the camera's angles for the view +hard snap changes the angle as soon as it crosses over the nearest 90 degree mark +unlock the camera's view to allow up and down angles (useful for top-down view camera) +avoid snapping the view angles unless absolutely necessary @@ -1666,9 +1749,9 @@ 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 Nex. Always kills with one shot. +the InstaGib Vortex. Always kills with one shot. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -1681,7 +1764,7 @@ the InstaGib Nex. 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 -------- @@ -1701,7 +1784,7 @@ For the number fields, not specifying a value means not changing it. To clear ar You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it). -------- KEYS -------- used to trigger this -space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") +space separated list of items (either weapon short names or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") message to print amount of shells amount of bullets @@ -1718,6 +1801,20 @@ You may want to target this by a race checkpoint, a teleporter, or a trigger_mul the items listed will get removed from the player + +Kills whoever activates this target +-------- KEYS -------- +used to trigger this +message to print + + + +CAMPAIGN ONLY!!!! Warp to another campaign level +-------- KEYS -------- +used to trigger this +index of the campaign level to warp to (starting from 1), 0 for next level + + Spawns or modifies an entity when triggered. The entity field list is a single string of the form: @@ -1730,7 +1827,7 @@ $E.field $E.field+offset $E.field+offset+randomoffset where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher. -Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this: +Example is a Mario-style question mark block which could throw a new weapon_vortex when activated like this: { "classname" "func_button" "angle" "-1" @@ -1744,7 +1841,7 @@ Example is a Mario-style question mark block which could throw a new weapon_nex "classname" "target_spawn" "origin" "0 0 448" "targetname" "makenex" -"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" +"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_vortex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" } -------- KEYS -------- used to trigger this @@ -1759,8 +1856,8 @@ Example is a Mario-style question mark block which could throw a new weapon_nex 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 -------- @@ -1795,8 +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. @@ -1845,11 +1942,12 @@ Relays the trigger event if a cvar is set to a specified value. The name of the cvar to check The value of the cvar to check The count of entities that must be found +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- 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) @@ -1863,7 +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) @@ -1877,7 +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 -------- @@ -1892,7 +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) @@ -1909,12 +2007,26 @@ modeldisabled="models/weapons/g_hookgun.md3" Any object touching this will be healed. -------- KEYS -------- -health to give per second (default 10) +health to give per heal (default 10) max health this trigger will give (default 200) +delay between the heals in seconds (default 1) sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +play the sound even if the player is fully healed - + +Target version of trigger_heal. Heals the activator. +-------- KEYS -------- +health to give per heal (default 10) +max health this target will give (default 200) +delay between the heals in seconds (default 1) +sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +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) @@ -1982,6 +2094,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th print this message to the player who activated the trigger remove all entities with this targetname when triggered 5 for red, 14 for blue, 13 for yellow, 10 for pink team +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- also relay events if the activator has no team set only relay the event if this entity has the matching team @@ -2227,6 +2340,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. instead of triggering ALL matched entities, trigger ONE of them by random if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match. +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -2240,7 +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) @@ -2314,13 +2428,11 @@ When targetname is not set, this is the default track of the map. fade-in time fade-out time when set, the music created by this target is switched back to the default one when this time expires --------- SPAWNFLAGS -------- -the trigger is off initially Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music). -When triggered, its effect is turned off until triggered again. +Can be controlled with relay_activate, relay_deactivate and relay_activatetoggle. -------- KEYS -------- The name other entities can use to target this entity the music to play (as full sound file name) @@ -2335,23 +2447,29 @@ When triggered, its effect is turned off until triggered again. An area where gravity differs from the rest of the map. This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity. -------- KEYS -------- -gravity offset in this area, defaults to 0 if not set +gravity multiplier in this area, defaults to 0 if not set sound to play when an entity enters the gravity zone, leave empty to disable -you can use this to target the gravity zone with a trigger, which will toggle it when activated +you can use this to target the gravity zone with a relay to (de)activate the gravity multiplier -------- SPAWNFLAGS -------- entities keep their gravity after leaving the gravity zone -when targeted, the gravity zone starts off and is enabled upon triggering +when targeted, the gravity zone starts disabled Activates all targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt 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 @@ -2369,11 +2487,17 @@ misc_laser Deactivates all targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt 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 @@ -2391,11 +2515,17 @@ misc_laser Toggles all targets de/active List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt 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 @@ -2416,7 +2546,11 @@ When no chmap key is set, the entity just ends the match when triggered. The pla The name other entities can use to target this entity Map file to switch to, leave empty to make this entity just end the match Switch to this gametype. If empty, the same gametype stays +fraction of players (excludes bots) that need to trigger this entity to change the level when MULTIPLAYER is set (default: 0.7) +-------- SPAWNFLAGS -------- +makes this entity only change level when a fraction of the players triggered it + Fast firing moderate damage bullet (hitscan) turret. -------- KEYS -------- @@ -2469,7 +2603,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/plasma2.md3" -Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise. +Only kills missiles, rockets, mortar & electro secondaries to be precise. -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2668,4 +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. +