X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=be7e188bf112d1f24443b89cab584689dd86a954;hp=0e0fd5c9359cd316372b4875cdba9ef00abc19af;hb=20b281a68021bb9296ad7423660782b3a2f82bbf;hpb=f64ad4f66863c517acffa796ea6fc85e885c434f diff --git a/scripts/entities.ent b/scripts/entities.ent index 0e0fd5c9..be7e188b 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". @@ -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 -------- @@ -109,7 +109,7 @@ 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) @@ -235,12 +235,14 @@ 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. Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. @@ -311,7 +313,7 @@ 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. @@ -321,7 +323,7 @@ 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) @@ -437,7 +439,7 @@ Large Armor (default 100 armor points) time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) amount of armor it gives (default: 100 (g_pickup_armormega)) -max of armor it increases to (default: 999 (g_pickup_armormega_max)) +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 -------- @@ -452,7 +454,7 @@ Big Armor (default 50 armor points) time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) amount of armor it gives (default: 50 (g_pickup_armorbig)) -max of armor it increases to (default: 999 (g_pickup_armorbig_max)) +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 -------- @@ -467,7 +469,7 @@ 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 -------- @@ -482,7 +484,7 @@ 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 -------- @@ -545,13 +547,39 @@ CTF flag for team two (Blue). Use more than one if you really insist. zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" + +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_healthbig)) -max of health it increases to (default: 999 (g_pickup_healthbig_max)) +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 -------- @@ -566,7 +594,7 @@ 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 -------- @@ -582,7 +610,7 @@ 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 -------- @@ -1047,7 +1075,7 @@ 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 @@ -1057,11 +1085,6 @@ 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. @@ -1125,9 +1148,12 @@ 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) @@ -1864,7 +1890,7 @@ 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 @@ -1887,7 +1913,7 @@ 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 -------- @@ -1933,7 +1959,7 @@ 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 @@ -1955,7 +1981,7 @@ 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 @@ -1978,7 +2004,7 @@ 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 @@ -2000,7 +2026,7 @@ 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 @@ -2022,7 +2048,7 @@ 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 @@ -2272,7 +2298,7 @@ This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half th -Activates all .target's +Activates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2290,7 +2316,7 @@ func_vectormamamam -Deactivates all .target's +Deactivates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2308,7 +2334,7 @@ func_vectormamamam -Toggles all .target's de/active +Toggles all targets de/active List of currently supported target ents: trigger_hurt trigger_heal @@ -2343,7 +2369,7 @@ 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 -------- @@ -2351,6 +2377,7 @@ 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 @@ -2359,11 +2386,9 @@ 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" @@ -2378,7 +2403,7 @@ 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 -------- @@ -2395,7 +2420,7 @@ 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 -------- @@ -2412,7 +2437,7 @@ 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 -------- @@ -2429,7 +2454,7 @@ 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 -------- @@ -2447,7 +2472,7 @@ 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 -------- @@ -2464,7 +2489,7 @@ 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 -------- @@ -2481,7 +2506,7 @@ 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 -------- @@ -2490,6 +2515,7 @@ 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 @@ -2497,11 +2523,9 @@ 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" @@ -2512,6 +2536,7 @@ Used to feed turrets capable of it with remote target info. currently only turre +A nasty mechanical critter that will engage longrange 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 @@ -2519,18 +2544,14 @@ Used to feed turrets capable of it with remote target info. currently only turre 2 = doubble 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 moveing turret. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2538,52 +2559,55 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" 2 = doubble 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 wapoint 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 indefinitly. +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. +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, wich can be locked to track a target by aming at it for some time. -Secondary is a pair of vert powerfull clusterbombs. +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 +