X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=463822617782c8d70e546ca81e7abbcb143be0e7;hp=cea79a935c2c244f2e6a2c949a86358e130767c8;hb=1227178098473fb26e96a7a9b5110185716a5ac5;hpb=4c904f84f88a37bc91f5e00468923823099714e7 diff --git a/scripts/entities.ent b/scripts/entities.ent index cea79a93..46382261 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -1,8 +1,8 @@ -Compiler-only entity that specifies a the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box. -To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version on what should be seen in the sky there. +Compiler-only entity that specifies the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box. +To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version of what should be seen in the sky there. -------- KEYS -------- rotation angle of the sky surfaces. Individual control of PITCH, YAW, and ROLL (default 0 0 0). @@ -21,7 +21,7 @@ The projection is a linear projection, and originates from the center of this en -Domination control point +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 -------- message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room". @@ -36,7 +36,7 @@ zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3" Domination team. 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). -dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. +dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink". -------- KEYS -------- @@ -93,7 +93,7 @@ Solid entity that oscillates back and forth in a linear motion. By default, it w sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed 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) -------- SPAWNFLAGS -------- @@ -109,13 +109,13 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed 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) -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. +When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again. -------- KEYS -------- determines the direction in which the button will move (up = -1, down = -2). all entities with a matching targetname will be triggered. @@ -130,6 +130,7 @@ When a button is touched by a player, it moves in the direction set by the " (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -------- SPAWNFLAGS -------- if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +if set, all the damage needs to be done in one hit (requires health to be set) @@ -206,6 +207,8 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge the door won't link with another door it touches causes the door to wait in both the start and end states for a trigger event. if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +rotate around the X axis +rotate around the Y axis @@ -233,20 +236,22 @@ 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. -------- 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. Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. -------- KEYS -------- +if set, defines the label name for the func_group within the Entity List window. Path/name for the TGA file used to guide the mapping of textures on the terrain surface. -number of unique root shaders that will be use on the terrain. +number of unique root shaders that will be used on the terrain. Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. space separated list of height offsets for the index map -a ladder, need i say no more +a ladder, need I say no more grab a trigger brush and put it in front of the part that you want the player to climb @@ -309,7 +314,7 @@ Point entity with EF_STARDUST applied. This will spawn a particle cloud with mos Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates). At each node, the train's mins corner hits exactly the path_corner. Trains always start on in the game. -Trains do not damage the played when blocked. +Trains do not damage the player when blocked. Trains cannot emit sound. Trains are not trigger-able or toggle-able. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. @@ -319,7 +324,7 @@ Trains cannot be block-stopped just by getting in their way, the player must be targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed 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) @@ -429,13 +434,13 @@ Pink team's player spawning location, but there is no game mode to use this yet. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) - + Large Armor (default 100 armor points) -------- KEYS -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) -amount of armor it gives (default: 100 (g_pickup_armorlarge)) -max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) +amount of armor it gives (default: 100 (g_pickup_armormega)) +max of armor it increases to (default: 200 (g_pickup_armormega_max)) 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 -------- @@ -449,8 +454,8 @@ Big Armor (default 50 armor points) -------- KEYS -------- time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) -amount of armor it gives (default: 50 (g_pickup_armorlarge)) -max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) +amount of armor it gives (default: 50 (g_pickup_armorbig)) +max of armor it increases to (default: 200 (g_pickup_armorbig_max)) 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 -------- @@ -465,7 +470,7 @@ Medium Armor (default 25 armor points) time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) amount of armor it gives (default: 25 (g_pickup_armormedium)) -max of armor it increases to (default: 999 (g_pickup_armormedium_max)) +max of armor it increases to (default: 200 (g_pickup_armormedium_max)) 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 -------- @@ -480,7 +485,7 @@ Small Armor (default 5 armor points) time till it respawns (default: 15) respawn time randomization +/- seconds (default: 0) amount of armor it gives (default: 5 (g_pickup_armorsmall)) -max of armor it increases to (default: 999 (g_pickup_armorsmall_max)) +max of armor it increases to (default: 200 (g_pickup_armorsmall_max)) 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 -------- @@ -543,13 +548,39 @@ CTF flag for team two (Blue). Use more than one if you really insist. zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" - -Large Health (default 50 health points) + +CTF flag for team three (Yellow). Use more than one if you really insist. +-------- KEYS -------- +model to use +scaling factor (DO set this when using your own model!) +sound played when flag is picked up +sound played when flag is returned +sound played when flag is captured +sound played when flag is lost in the field and respawns itself +-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL -------- +zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3" + + + +CTF flag for team four (Pink). Use more than one if you really insist. +-------- KEYS -------- +model to use +scaling factor (DO set this when using your own model!) +sound played when flag is picked up +sound played when flag is returned +sound played when flag is captured +sound played when flag is lost in the field and respawns itself +-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL -------- +zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" + + + +Big Health (default 50 health points) -------- KEYS -------- time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) -amount of health it gives (default: 50 (g_pickup_healthlarge)) -max of health it increases to (default: 999 (g_pickup_healthlarge_max)) +amount of health it gives (default: 50 (g_pickup_healthbig)) +max of health it increases to (default: 200 (g_pickup_healthbig_max)) 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 -------- @@ -564,7 +595,7 @@ Medium Health (default 25 health points) time till it respawns (default: 15) respawn time randomization +/- seconds (default: 0) amount of health it gives (default: 25 (g_pickup_healthmedium)) -max of health it increases to (default: 999 (g_pickup_healthmedium_max)) +max of health it increases to (default: 200 (g_pickup_healthmedium_max)) 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 -------- @@ -580,7 +611,7 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) amount of health it gives (default: 100 (g_pickup_healthmega)) -max of health it increases to (default: 999 (g_pickup_healthmega_max)) +max of health it increases to (default: 200 (g_pickup_healthmega_max)) 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 -------- @@ -621,7 +652,7 @@ modeldisabled="models/items/g_invincible.md3" A key entity. The itemkeys should contain one of the following key IDs: -1 - GOLD key - +1 - GOLD key - 2 - SILVER key 4 - BRONZE key 8 - RED keycard @@ -818,6 +849,8 @@ Generic placeholder for inserting MD3 models in game. Requires compilation of ma +NOTE: usually misc_clientmodel will predict better and have more fps! +Use this only if you need to. A way to load models from a map by the engine (e.g. self-animated zym models). Is non-solid by default. The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity! @@ -840,7 +873,7 @@ The keys below actually apply to most engine-loaded model entities as they are e file name of the second LOD model replacement when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign. @@ -867,7 +900,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -899,7 +932,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -929,7 +962,7 @@ Is non-solid by default. vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- SPAWNFLAGS -------- @@ -983,7 +1016,7 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -1043,7 +1076,7 @@ This entity targets two different onslaught_controlpoint or onslaught_generator Path corner entity that func_train will follow. All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point) -------- KEYS -------- -point to next path_corner in the path. +point to next path_corner in the path. If more than one path_corner entity with this targetname exists, a random one is chosen triggered when a func_train stops at this target triggered when a func_train stops at this target triggered when a func_train stops at this target @@ -1053,11 +1086,6 @@ All path_corner entities of a train have to connect in a circular manner, while number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1 - -Spawn point for runes in a runematch. -Runematch can work without runes also, it then spawn runes at random safe locations. - - This entity ends the current assault round if triggered or if the timelimit is reached. Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team. @@ -1121,9 +1149,12 @@ The sound name may also be of the form *soundname, and in that case the respecti -Monster spawnpoint in Invasion +Monster spawnpoint for Invasion -------- KEYS -------- --------- SPAWNFLAGS -------- +name of the monster to be spawned +spawned monster will follow this target +maximum targeting range for the spawned monster +team that the monster will join if teamplay (5 = red, 14 = blue, etc) @@ -1215,7 +1246,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger) -------- SPAWNFLAGS -------- the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead) -the trigger responds to all entities, not just players (useful for targetting trigger_items) +the trigger responds to all entities, not just players (useful for targeting trigger_items) the team that owns the trigger will NOT trigger when touching this if set, splash damage cannot activate the door, only direct damage can (requires health to be set) @@ -1442,7 +1473,7 @@ modeldisabled="models/weapons/g_uzi.md3" The world. If you see this, the currently selected brush is not of an entity. --------- KEYS -------- +-------- KEYS -------- fog parameters of the map (density red green blue alpha mindist maxdist maxheight fade-height); works just like the "fog" console command name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present. text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present. @@ -1493,7 +1524,7 @@ A penalty trigger. Race spawn point. -NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. +NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. -------- KEYS -------- this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn. trigger all entities with this targetname when someone spawns @@ -1538,7 +1569,7 @@ The lines MUST be sorted by emitter class as primary key, and by the time since -"Flip-flop" trigger gate... lets only every second trigger event through +"Flip-flop" trigger gate... let's only every second trigger event through -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -1579,6 +1610,29 @@ Triggers once when the game starts, then no longer does anything. wait so many seconds before triggering + +A brush that when entered changes the player's view to a position between target and target2, useful for side-scrolling stages +-------- KEYS -------- +should point to a target_viewlocation_start entity +should point to a target_viewlocation_end entity +-------- SPAWNFLAGS -------- +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 + + + +Starting position for the area of viewing in a view location area, viewing position is bounded between this and a target_viewlocation_end +-------- KEYS -------- +the trigger_viewlocation should point its target to this. + + + +Ending position for the view location area, should be higher up but on the same plane as the target_viewlocation_start +-------- KEYS -------- +the trigger_viewlocation should point its target2 to this. + + Makes one entity follow another. Will not work with all entities. -------- KEYS -------- @@ -1860,7 +1914,7 @@ Solid entity that oscillates according to a sum of sine waves. sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed 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) list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults @@ -1883,7 +1937,7 @@ Solid entity that moves according to the movement of multiple given entities (ma if set, the fourth reference entity's location is first projected onto a plane with that normal path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed 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) -------- SPAWNFLAGS -------- @@ -1929,13 +1983,13 @@ Mage. Master of dark magic disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1951,13 +2005,13 @@ Shambler. Summons lightning bolts with its large meat cleaving claws disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1974,13 +2028,13 @@ Spider. Freezing ice or burning fire web, both lead to an 8-legged grave disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1996,13 +2050,13 @@ Wyvern. Flies around shooting fireballs disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2018,13 +2072,13 @@ Braaaiins! disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2089,7 +2143,7 @@ The soccer type Nexball. -The basket ball type Nexball. +The basketball type Nexball. -------- KEYS -------- set this if you want to use your own model if you're using your own model, change this to scale it to 32*32*32 @@ -2160,7 +2214,7 @@ Triggers targets when a given magic word has been said also perform the replacement when outside the radius (to hide the "secret word") even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters) do not decolorize the input string before matching -the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. +the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. the note pitch must be accurate and cannot be transposed @@ -2257,18 +2311,18 @@ 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). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity. +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 sound to play when an entity enters the gravity zone, leave empty to disable -you can use this to target the grazity zone with a trigger, which will toggle it when activated +you can use this to target the gravity zone with a trigger, which will toggle it when activated -------- SPAWNFLAGS -------- entities keep their gravity after leaving the gravity zone when targeted, the gravity zone starts off and is enabled upon triggering -Activates all .target's +Activates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2286,7 +2340,7 @@ func_vectormamamam -Deactivates all .target's +Deactivates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2304,7 +2358,7 @@ func_vectormamamam -Toggles all .target's de/active +Toggles all targets de/active List of currently supported target ents: trigger_hurt trigger_heal @@ -2339,7 +2393,7 @@ Fast firing moderate damage bullet (hitscan) turret. 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2347,6 +2401,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/mg.md3" +Basic energy cannon -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2355,11 +2410,9 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/mg.md3" 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) ----------NOTES---------- -Basic energy cannon -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/plasma.md3" @@ -2374,7 +2427,7 @@ basic energy cannon * 2 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2391,7 +2444,7 @@ Only kills missiles, rockets, grenadelauncher & electro secondaries to be pr 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2408,7 +2461,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/flac.md3" 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2416,7 +2469,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/mlrs.md3" -2 guided moderate damage accelerating rockets +2 guided moderate damage accelerating rockets -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2425,7 +2478,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/mlrs.md3" 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2443,7 +2496,7 @@ Single powerful rocket with the ability to evade obstacles to find its target. V 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2460,7 +2513,7 @@ Fires a lightning bolt that will jump to up to 10 targets if they are close enou 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2477,7 +2530,7 @@ Constant beam weapon that will considerably slow its target down while dealing l 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half Defend the position of this entity -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- @@ -2486,6 +2539,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3" +Supplies nearby energy based turrets with more power so they can fire more often. -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2493,11 +2547,9 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3" 2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals) ----------NOTES---------- -Supplies neerby energy based turrets with more power so they can fire more often. -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/reactor.md3" @@ -2508,78 +2560,78 @@ Used to feed turrets capable of it with remote target info. currently only turre +A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue ------------SPAWNFLAGS----------- ----------NOTES---------- - -A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and meele things up close and personal. - +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" +Small, agile and moving turret. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue ------------SPAWNFLAGS----------- ----------NOTES---------- - -Small, agile and moveing turret. - +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" +Checkpoint that units can patrol to -----------KEYS------------ -.targetname of next wapoint in chain. +targetname of next waypoint in chain. Pause at this point # seconds. ------------SPAWNFLAGS----------- - ---------NOTES---------- -If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly. -If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached. +If a loop of targets is formed, any unit entering this loop will patrol it indefinitely. +If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached. + -Fast moving hover type vehicle, with low shiled & health. +Fast moving hover type vehicle, with low shield & health. Primary weapon is a rapid fire energy cannon, secondary lockable rockets. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/wakazachi.md3" -A slow moving 6 legged mech type vehile that has plenty of health and shiled. +A slow moving 6 legged mech type vehicle that has plenty of health and shield. Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/spiderbot.md3" -The raptor is primaerly a air to ground frighter, its quite lightly armoured or shilded. -Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time. -Secondary is a pair of vert powerfull clusterbombs. +The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded. +Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time. +Secondary is a pair of very powerful clusterbombs. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/raptor.md3" + + +The bumblebee is a slow flying healer with 2 gunner slots. +Its main weapon is a healing ray that can heal teammates and their vehicles. +Secondary matches primary, but the vehicle can hold 2 extra players who act as gunners with the side cannons. +-------- KEYS -------- +5=red, 14=blue, 13=yellow, 10=pink +