X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=beb8620d931c7bc6544427e7628be87c062ea52e;hp=f5179a301f05d3e8f91ef04369dff197394b34d4;hb=c35a168b4be94910d55750acd70787da0780377c;hpb=19678da27da169e1d1c6919a063723524a3504db diff --git a/scripts/entities.ent b/scripts/entities.ent index f5179a30..beb8620d 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -131,6 +131,26 @@ When a button is touched by a player, it moves in the direction set by the " if set, splash damage cannot activate the door, only direct damage can (requires health to be set) + +A conveyor. Solid brush version. +-------- KEYS -------- +if set, it can be turned on/off +determines the opening direction +movement speed (200 default) +-------- SPAWNFLAGS -------- +the conveyor is turned on if not triggered + + + +A conveyor. Nonsolid trigger version. +-------- KEYS -------- +if set, it can be turned on/off +determines the opening direction +movement speed (200 default) +-------- SPAWNFLAGS -------- +the conveyor is turned on if not triggered + + Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors). @@ -148,11 +168,16 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. when 1, use default door sounds sound when the door opens sound when the door closes +keys required to open this door. -------- SPAWNFLAGS -------- causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors). the door won't link with another door it touches +causes the door to open only if the activator holds a gold key (Q1 compatibility). +causes the door to open only if the activator holds a silver key (Q1 compatibility). 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) +-------- NOTES -------- +More information about keys can be found in item_key description. @@ -256,7 +281,7 @@ This is an invisible area like a trigger, which rain falls inside of. Brush entity that spins in place on one axis (default Z). Use an origin brush to specify the rotation axis. To rotate around another axis, make a func_wall with an explicit avelocity given. -------- KEYS -------- -speed to rotate (in degrees per second) +speed to rotate (in degrees per second, default: 100) path/name of looping .wav file to play. Do this much dmg every .dmgtime interval when blocked See above. (0.25s default) @@ -298,6 +323,13 @@ Trains cannot be block-stopped just by getting in their way, the player must be 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) + +Location to make the first autoscreenshots from. At most three such entities may be used! +-------- KEYS -------- +view direction of the camera in PITCH YAW ROLL +targetname of a target_position for the view direction, alternatively to specifying angles + + Location for use by the %l escape in "say" messages. The closest "visible" info_location entity is chosen to find the right location name for a point. @@ -333,7 +365,9 @@ Attacking team's player spawning location in Assault. Should touch the floor, bu Normal player spawning location in game types without team spawns. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. -trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns when targeted by a func_button, pressing the button will assign the spawn point to the team of the activator as an additional spawn point, or reassign it if it was already assigned. Also used to assign spawn points to Onslaught control points. 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) @@ -354,7 +388,9 @@ Defending team's player spawning location in Assault. Should touch the floor, bu Red team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. -trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses. 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) @@ -363,7 +399,9 @@ Red team's player spawning location in e.g. CTF and Onslaught. Should touch the Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. -trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses. 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) @@ -372,7 +410,9 @@ Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the Yellow team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. -trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses. 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) @@ -381,7 +421,9 @@ Yellow team's player spawning location, but there is no game mode to use this ye Pink team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. -trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses. 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) @@ -532,7 +574,7 @@ modeldisabled="models/items/g_h25.md3" Mega Health (default 100 health points) -In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. +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 -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) @@ -563,7 +605,7 @@ modeldisabled="models/items/g_h1.md3" Strong Shield -In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. +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 -------- time till it respawns (default: 120) respawn time randomization +/- seconds (default: 0) @@ -575,10 +617,63 @@ In Minstagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_invincible.md3" + +A key entity. +The itemkeys should contain one of the following key IDs: +1 - GOLD key - +2 - SILVER key +4 - BRONZE key +8 - RED keycard +16 - BLUE keycard +32 - GREEN keycard +Custom keys: +... - last key is 1<<23 +Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those. +-----------KEYS------------ +color of the key (default: '.9 .9 .9'). +a key Id. +message to print when player picks up this key. +custom key model to use. +the display name of the key. +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---------- +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. + + -Minstagib ammo. -Always contains 5 (g_minstagib_ammo_drop) shots. -It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used. +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. -------- KEYS -------- time till it respawns (default: 45) respawn time randomization +/- seconds (default: 0) @@ -620,7 +715,7 @@ modeldisabled="models/items/a_shells.md3" Strength aka Quad damage -In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. +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 -------- time till it respawns (default: 120) respawn time randomization +/- seconds (default: 0) @@ -779,8 +874,8 @@ The keys below actually apply to most brush entities as they are engine features 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. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -811,8 +906,8 @@ The keys below actually apply to most brush entities as they are engine features 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. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -864,8 +959,8 @@ A client-side non-solid brush entity. Use func_wall if you want it solid. 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. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -895,8 +990,8 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- 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. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -1024,6 +1119,12 @@ The sound name may also be of the form *soundname, and in that case the respecti the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF) + +Monster spawnpoint in Invasion +-------- KEYS -------- +-------- SPAWNFLAGS -------- + + 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. @@ -1074,6 +1175,26 @@ Can be used in two ways: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside) + +Keylock trigger. Must target other entities. +This trigger will trigger target entities when all required keys are provided. +-------- KEYS -------- +A bit field with key IDs that are needed to open this lock. +1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default) +trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger +trigger all entities with this targetname when triggered without giving it all the required keys. +remove all entities with this targetname when triggered with all the needed keys. +print this message to the player who activated the trigger when all needed keys have been given. +print this message to the player who activated the trigger when not all of the needed keys have been given. +sound to play when lock gets unlocked (default: see sounds) +sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav) +sound to play when a key is missing (default: misc/talk.wav) +prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4. +---------NOTES---------- +If spawned without any key specified in itemkeys, this trigger will display an error and remove itself. +message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone. + + Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. -------- KEYS -------- @@ -1149,6 +1270,20 @@ More than one "trigger event" can be delayed at once, as opposed to tr remove all entities with this targetname when triggered + +Variable sized secret trigger. Can be targeted at one or more entities. +Basically, it's a trigger_once that additionally updates the number of secrets found. +-------- KEYS -------- +1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (default: 1) +path to sound file, if you want to play something else +trigger all entities with this targetname when triggered +print this message to the player who activated the trigger instead of the standard 'You found a secret!' +remove all entities with this targetname when triggered +-------- NOTES -------- +You should create a common/trigger textured brush covering the entrance to a secret room/area. +Trigger secret can only be trigger by a player's touch and can not be a target itself. + + Players getting into the swamp will get slowed down and damaged -------- KEYS -------- @@ -1245,7 +1380,7 @@ modeldisabled="models/weapons/g_laser.md3" the Nex -In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. +In Instagib, this turns into an item_minst_cells if no explicit item_minst_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) @@ -1260,7 +1395,7 @@ modeldisabled="models/weapons/g_nex.md3" the Rocket Launcher -In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. +In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -1457,7 +1592,7 @@ Makes one entity follow another. Will not work with all entities. Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise. -the MinstaGib Nex. Always kills with one shot. +the InstaGib Nex. Always kills with one shot. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -1780,6 +1915,118 @@ Disables a trigger_relay temporarily (until triggered again) name that identifies this entity so it can be triggered + + +Mage. Master of dark magic +-------- KEYS -------- +monster health amount +maximum targeting range. If current target is further away, it will be lost +delay in seconds before re-spawning +move target while not attacking. 2=wander around, 3=spawn location, 4=no moving +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 +-------- 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 +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 + + + +Shambler. Summons lightning bolts with its large meat cleaving claws +-------- KEYS -------- +monster health amount +maximum targeting range. If current target is further away, it will be lost +delay in seconds before re-spawning +move target while not attacking. 2=wander around, 3=spawn location, 4=no moving +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 +-------- 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 +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 + + + +Spider. Freezing ice or burning fire web, both lead to an 8-legged grave +-------- KEYS -------- +monster health amount +spider attack type. 1=ice, 2=fire +maximum targeting range. If current target is further away, it will be lost +delay in seconds before re-spawning +move target while not attacking. 2=wander around, 3=spawn location, 4=no moving +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 +-------- 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 +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 + + + +Wyvern. Flies around shooting fireballs +-------- KEYS -------- +monster health amount +maximum targeting range. If current target is further away, it will be lost +delay in seconds before re-spawning +move target while not attacking. 2=wander around, 3=spawn location, 4=no moving +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 +-------- 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 +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 + + + +Braaaiins! +-------- KEYS -------- +monster health amount +maximum targeting range. If current target is further away, it will be lost +delay in seconds before re-spawning +move target while not attacking. 2=wander around, 3=spawn location, 4=no moving +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 +-------- 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 +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 + + Red goal. Defended by the red team. -------- KEYS -------- @@ -1900,6 +2147,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. 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. -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -1909,6 +2157,8 @@ 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 note pitch must be accurate and cannot be transposed @@ -1933,12 +2183,12 @@ 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. -------- KEYS -------- must point to another trigger_warpzone, or... +must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or... +should point to a target_position entity. is triggered when a player ENTERS the warpzone (and warps away) is triggered when a player LEAVES the warpzone (from the other warp zone to this one) is triggered in both cases instead of triggering ALL matched entities, trigger ONE of them by random -must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or... -should point to a target_position entity, or start distance of fading out the warpzone end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all) -------- SPAWNFLAGS --------