X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=cea79a935c2c244f2e6a2c949a86358e130767c8;hp=a4da6fbc39cfa9e75f70611ba12ae1a90052f648;hb=d0a0e35f6ffb07b0028866311ad3cdad4bd41f4b;hpb=269b6bdce9c1f32a3382921aa8e777bdbdbd062e diff --git a/scripts/entities.ent b/scripts/entities.ent index a4da6fbc..cea79a93 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -58,6 +58,7 @@ This is a brush model which can be damaged. Once triggered it's active and will optional replacement model to show when destroyed names of debris models to show when destroyed, separated by spaces sound to play when destroyed +sound to play while alive (either plays at spawn only, or can be a looping sound file) damage to deal to the environment when destroyed edge damage to deal to the environment when destroyed damage radius @@ -121,6 +122,7 @@ When a button is touched by a player, it moves in the direction set by the " all entities with a matching targetname will be triggered. 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 speed of button's displacement (default 40). movement type (1 = linear, 2 = cosine [default]) number of seconds button stays pressed (default 1, -1 = return immediately). @@ -130,6 +132,26 @@ 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). @@ -147,11 +169,16 @@ 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. @@ -255,7 +282,7 @@ 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) @@ -297,6 +324,13 @@ 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. @@ -321,6 +355,9 @@ Attacking team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. 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 +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. 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) @@ -329,7 +366,9 @@ 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) @@ -339,6 +378,9 @@ Defending team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. 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 +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. 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) @@ -347,7 +389,9 @@ 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) @@ -356,7 +400,9 @@ 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) @@ -365,7 +411,9 @@ 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) @@ -374,7 +422,9 @@ 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) @@ -525,7 +575,7 @@ 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) @@ -556,7 +606,7 @@ 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) @@ -568,10 +618,63 @@ 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) @@ -613,7 +716,7 @@ 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) @@ -694,7 +797,8 @@ When the laser's target has itself target set, its targets are triggered when so Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. -------- Q3MAP2 KEYS -------- file name of model to include -frame of model to include +frame of model to include +skin of model to include string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc. view direction of the model view direction of the model in PITCH YAW ROLL @@ -771,8 +875,8 @@ 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. @@ -803,8 +907,8 @@ 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. @@ -856,8 +960,8 @@ 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. @@ -887,8 +991,8 @@ 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. @@ -901,6 +1005,7 @@ Teleport destination location point for trigger_teleport entities. Do not let it target to activate when a teleporter targeting this is used target to activate when a teleporter targeting this is used target to activate when a teleporter targeting this is used +instead of triggering ALL matched entities, trigger ONE of them by random direction in which player will look when teleported, OR use pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out) weight for random selection, in case a teleporter points at multiple misc_teleporter_dest @@ -916,7 +1021,7 @@ This should link to an onslaught_controlpoint entity or onslaught_generator enti name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc) - + Base generator. onslaught_link entities can target this. @@ -942,6 +1047,7 @@ All path_corner entities of a train have to connect in a circular manner, while 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 +instead of triggering ALL matched entities, trigger ONE of them by random the train following the path or the previous path_corner in the path points to this. speed of func_train while moving to this path corner. If unset, the value from the func_train will be used. 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 @@ -967,6 +1073,7 @@ This entity triggers its targets whenever a new assault round is started. This c targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective) targetname of entities to be enabled/triggered on round start targetname of entities to be enabled/triggered on round start +instead of triggering ALL matched entities, trigger ONE of them by random @@ -976,6 +1083,7 @@ target_objective controls an objective. Once triggered the objective is active a targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective) targetname of entities to be enabled/triggered on objective fulfilling targetname of entities to be enabled/triggered on objective fulfilling +instead of triggering ALL matched entities, trigger ONE of them by random targetname for this entity so it can be triggered by other entities. @@ -1012,6 +1120,12 @@ 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. @@ -1062,6 +1176,26 @@ 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 -------- @@ -1073,6 +1207,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger @@ -1129,12 +1264,27 @@ More than one "trigger event" can be delayed at once, as opposed to tr trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger 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 -------- @@ -1151,6 +1301,7 @@ Note that in Xonotic, teleporters preserve momentum of the player using them. target to activate when the teleporter is used target to activate when the teleporter is used target to activate when the teleporter is used +instead of triggering ALL matched entities, trigger ONE of them by random team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport) when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. -------- SPAWNFLAGS -------- @@ -1230,7 +1381,7 @@ 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) @@ -1245,7 +1396,7 @@ 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) @@ -1346,6 +1497,9 @@ NOTE for race_place: when the race starts after the qualifying, the player with -------- 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 +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. if target points to the trigger_race_checkpoint with cnt 0 (finish line), this sets which place the spawn corresponds to; the special value 0 stands for spawns for players who died in game, and -1 marks the spawnpoint for qualifying mode only; any race map must have spawnpoints with race_place being 1, 2, 3 or it gets marked as a frustrating map 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) @@ -1421,6 +1575,7 @@ Triggers once when the game starts, then no longer does anything. trigger all entities with this targetname when starting the game trigger all entities with this targetname when starting the game trigger all entities with this targetname when starting the game +instead of triggering ALL matched entities, trigger ONE of them by random wait so many seconds before triggering @@ -1438,7 +1593,7 @@ 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) @@ -1471,7 +1626,7 @@ For the number fields, not specifying a value means not changing it. To clear ar You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it). -------- KEYS -------- used to trigger this -space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen" +space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") message to print amount of shells amount of bullets @@ -1543,6 +1698,7 @@ When triggered, it resets to full health, and unbreaks. optional replacement model to show when destroyed names of debris models to show when destroyed, separated by spaces sound to play when destroyed +sound to play while alive (either plays at spawn only, or can be a looping sound file) damage to deal to the environment when destroyed edge damage to deal to the environment when destroyed damage radius @@ -1580,6 +1736,7 @@ When triggered, it resets to full health, and unbreaks. optional replacement model to show when destroyed names of debris models to show when destroyed, separated by spaces sound to play when destroyed +sound to play while alive (either plays at spawn only, or can be a looping sound file) damage to deal to the environment when destroyed edge damage to deal to the environment when destroyed damage radius @@ -1743,6 +1900,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger @@ -1760,6 +1918,118 @@ 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 -------- @@ -1879,6 +2149,8 @@ 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. 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 @@ -1888,6 +2160,8 @@ 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 @@ -1912,13 +2186,16 @@ 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 -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 +instead of triggering ALL matched entities, trigger ONE of them by random 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 -------- +allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode @@ -1946,6 +2223,8 @@ Must target a target_position that indicates the view to be shown (and whose ang must point to a target_position 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 -------- +allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode @@ -2050,4 +2329,257 @@ When no chmap key is set, the entity just ends the match when triggered. The pla Map file to switch to, leave empty to make this entity just end the match Switch to this gametype. If empty, the same gametype stays + +Fast firing moderate damage bullet (hitscan) turret. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/mg.md3" + + + +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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" + + + +basic energy cannon * 2 +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/plasma2.md3" + + + +Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/flac.md3" + + + +6 unguided rockers fired in a rapid burst. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/mlrs.md3" + + + +2 guided moderate damage accelerating rockets +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/hellion.md3" + + + + +Single powerful rocket with the ability to evade obstacles to find its target. Varied speed. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/hk.md3" + + + +Fires a lightning bolt that will jump to up to 10 targets if they are close enough to each other. Missiles included. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/tesla.md3" + + + +Constant beam weapon that will considerably slow its target down while dealing low but constant damage. +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 +Defend the position of this entity +5=red, 14=blue +-------- 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3" + + + + +-------- KEYS -------- +2 = double damage, 0.5 = half +2 = double range, 0.5 = half +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 -------- +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" + + + +Used to feed turrets capable of it with remote target info. currently only turret_hk supports this. + + + + +-----------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 = 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. + +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" + + + + +-----------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 = 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. + +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" + + + + +-----------KEYS------------ +.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. + + +Fast moving hover type vehicle, with low shiled & health. +Primary weapon is a rapid fire energy cannon, secondary lockable rockets. +-------- KEYS -------- +5=red, 14=blue +-------- 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. +Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot. +-------- KEYS -------- +5=red, 14=blue +-------- 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. +-------- KEYS -------- +5=red, 14=blue +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="models/vehicles-static/raptor.md3" +