X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.def;h=6572153f9eea0b0226778927c112775e99ab6de1;hp=301ad206f2545f7f6f8fab55dfa15061783e9dab;hb=f1d16fce8f3e4b4c11b47887fcd2ccfe43863d88;hpb=5c4891a64133db1844edfb6e4fcc45129a4b747f diff --git a/scripts/entities.def b/scripts/entities.def index 301ad206..6572153f 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -637,7 +637,7 @@ Use trigger_monoflop if you want the laser to turn off for a while, then turn ba When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser. */ -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA +/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID FORCE_META EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA DONT_FIX_NORMALS Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. -------- Q3MAP2 KEYS -------- model: file name of model to include @@ -653,9 +653,11 @@ _lightmapscale: light map resolution factor _celshader: the cel shader for this -------- SPAWNFLAGS -------- SOLID: make the model solid +FORCE_META: force the model to go through the -meta pipeline and enable lightmapping EXTRUDE_NORMALS: for converting triangles to clip brushes, extrude along the model normals (by default, extrusion happens in a coordinate axis direction that is decided per triangle) EXTRUDE_TERRAIN: always extrude downwards (for terrain) COLOR_TO_ALPHA: use the color value as alpha (for terrain blending) +DONT_FIX_NORMALS: do not regenerate normals */ /*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM @@ -1501,6 +1503,20 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin model="models/weapons/g_hlac.md3" */ +/*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING +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 -------- +ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) +respawntime: time till it respawns (default: 30) +team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +FLOATING: 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 -------- +model="models/weapons/g_seeker.md3" +*/ + /*QUAKED weapon_hook (1 0 .5) (-30 -30 0) (30 30 32) FLOATING the on-hand Grappling Hook. -------- KEYS -------- @@ -1742,7 +1758,7 @@ model="models/weapons/g_fireball.md3" /*QUAKED trigger_warpzone (1 .5 1) ? A warp zone, i.e. seamlessly connecting two parts of the map. -One surface of this entity must have the common/warpzone shader - this will be the warp plane - the others should be common/trigger. +One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger. Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface. Should target a target_position, or be targeted by a misc_warpzone_position. Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker. @@ -1775,3 +1791,42 @@ Must target a target_position that indicates the view to be shown (and whose ang target: must point to a target_position */ +/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8) +Background music target (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music). +When triggered, the background music is switched to the given track. +When targetname is not set, this is the default track of the map. +-------- KEYS -------- +targetname: The name other entities can use to target this entity (when not set, this one is the default) +noise: the music to play (as full sound file name) +volume: the volume (default: 1) +fade_time: fade-in time +fade_rate: fade-out time +lifetime: when set, the music created by this target is switched back to the default one when this time expires +-------- SPAWNFLAGS -------- +START_OFF: the trigger is off initially +*/ + +/*QUAKED trigger_music (1 0 0) ? +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. +-------- KEYS -------- +targetname: The name other entities can use to target this entity +noise: the music to play (as full sound file name) +volume: the volume (default: 1) +fade_time: fade-in time +fade_rate: fade-out time +-------- SPAWNFLAGS -------- +START_OFF: the trigger is off initially +*/ + +/*QUAKED trigger_gravity (.5 .5 1) ? STICKY START_OFF +An area where gravity differs from the rest of the map. +This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity. +-------- KEYS -------- +gravity: gravity offset in this area, defaults to 0 if not set +noise: sound to play when an entity enters the gravity zone, leave empty to disable +targetname: you can use this to target the grazity zone with a trigger, which will toggle it when activated +-------- SPAWNFLAGS -------- +STICKY: entities keep their gravity after leaving the gravity zone +START_OFF: when targeted, the gravity zone starts off and is enabled upon triggering +*/