</group>
<group name="func_conveyor" color="0 .5 .8">
-A conveyor. Solid brush version. Will run forever if it's not targeted.
+A conveyor. Solid brush version. Will run forever if it's not targeted. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it.
-------- KEYS --------
<targetname key="targetname" name="targetname">if set, it can be turned on/off</targetname>
<direction key="angle" name="angle">determines the opening direction</direction>
</group>
<group name="trigger_conveyor" color="0 .5 .8">
-A conveyor. Nonsolid trigger version.
+A conveyor. Nonsolid trigger version. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it.
-------- KEYS --------
<targetname key="targetname" name="targetname">if set, it can be turned on/off</targetname>
<direction key="angle" name="angle">determines the opening direction</direction>
<real key="height" name="height">if set, this will determine the total amount of vertical travel of the plat.</real>
<real key="dmg" name="dmg">damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.</real>
<targetname key="targetname" name="targetname">if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later.</targetname>
-<real key="sounds" name="sounds">2 for alternate sound set, -1 for silence, or use the fields below</real>
-<string key="sound1" name="sound1">platform starts moving sound</string>
-<string key="sound2" name="sound2">platform stop sound</string>
+<real key="sounds" name="sounds">2 for alternate sound set, 0 for silence, or use the fields below</real>
+<string key="noise" name="noise">platform starts moving sound</string>
+<string key="noise1" name="noise1">platform stop sound</string>
<string key="message" name="message">kill message, when someone gets killed by this plat</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
-------- SPAWNFLAGS --------
</point>
<group name="func_pointparticles" color=".5 .5 .5">
-A brush that emits particles.
+A brush that emits particles. Can be (de)activated with relays.
-------- KEYS --------
<string key="mdl" name="mdl">particle effect name from effectinfo.txt</string>
<real key="impulse" name="impulse">when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block</real>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="atten">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)</real>
<real key="volume" name="volume">volume of the sound</real>
-<targetname key="targetname" name="targetname">name to target this (then its state is toggled)</targetname>
+<targetname key="targetname" name="targetname">name to target this (use relays)</targetname>
<string key="bgmscript" name="bgmscript">emitter class from the BGM script</string>
<real key="bgmscriptattack" name="bgmscriptattack">attack time of the effect strength (0 to 3.9)</real>
<real key="bgmscriptdecay" name="bgmscriptdecay">decay time of the effect strength (0 to 3.9)</real>
<flag key="IMPULSE" name="IMPULSE" bit="1">only send the full amount of impulse particles when the entity is triggered</flag>
<flag key="VISCULLING" name="VISCULLING" bit="2">only emit particles if the emitter brush is in the current PVS</flag>
-------- NOTES --------
-Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
+Use trigger_monoflop and relay_activatetoggle if you want the particles to turn off for a while, then turn back on.
A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
<emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on>
e.g.
<point name="relay_activate" color="0 1 0" box="-8 -8 -8 8 8 8">
Activates all targets
List of currently supported target ents:
+trigger_conveyor
trigger_hurt
trigger_heal
trigger_impulse
func_rotating
func_bobbing
func_button
+func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<point name="relay_deactivate" color="1 0 0" box="-8 -8 -8 8 8 8">
Deactivates all targets
List of currently supported target ents:
+trigger_conveyor
trigger_hurt
trigger_heal
trigger_impulse
func_rotating
func_bobbing
func_button
+func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<point name="relay_activatetoggle" color="0 1 1" box="-8 -8 -8 8 8 8">
Toggles all targets de/active
List of currently supported target ents:
+trigger_conveyor
trigger_hurt
trigger_heal
trigger_impulse
func_rotating
func_bobbing
func_button
+func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>