X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=e3e4e1316519fb2ce8809dd6401b74a8c410f7fd;hp=42f5209b567010eca6b41361ac77b3bac225e4af;hb=883af28c5fbef417820809bf98184f75e565e4fb;hpb=f345f94923129fb070025ac04ec4e16cd55978b3 diff --git a/scripts/entities.ent b/scripts/entities.ent index 42f5209b..e3e4e131 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -1,8 +1,8 @@ -Compiler-only entity that specifies a the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box. -To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version on what should be seen in the sky there. +Compiler-only entity that specifies the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box. +To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version of what should be seen in the sky there. -------- KEYS -------- rotation angle of the sky surfaces. Individual control of PITCH, YAW, and ROLL (default 0 0 0). @@ -21,7 +21,7 @@ The projection is a linear projection, and originates from the center of this en -Domination control point +Domination control point In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -------- KEYS -------- message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room". @@ -36,7 +36,7 @@ zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3" Domination team. In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. +dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink". -------- KEYS -------- @@ -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 @@ -92,7 +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 -------- @@ -108,13 +109,13 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. +When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again. -------- KEYS -------- determines the direction in which the button will move (up = -1, down = -2). all entities with a matching targetname will be triggered. @@ -127,12 +128,14 @@ When a button is touched by a player, it moves in the direction set by the " number of seconds button stays pressed (default 1, -1 = return immediately). lip remaining at end of move (default 4 units). (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. +Noise that is played when the button is activated -------- SPAWNFLAGS -------- if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +if set, all the damage needs to be done in one hit (requires health to be set) -A conveyor. Solid brush version. +A conveyor. Solid brush version. Will run forever if it's not targeted. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it. -------- KEYS -------- if set, it can be turned on/off determines the opening direction @@ -142,17 +145,19 @@ A conveyor. Solid brush version. -A conveyor. Nonsolid trigger version. +A conveyor. Nonsolid trigger version. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it. -------- 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 +-------- NOTES -------- +Almost the same as func_conveyor. -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. +Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. Can be locked with keys. 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). -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set @@ -166,16 +171,17 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. lip remaining at end of move (8 default) damage to inflict when blocked (when triggered and someone is in the way) when 1, use default door sounds -sound when the door opens -sound when the door closes -keys required to open this door. +sound when the door is unlocked +sound when the door stops moving +sound when the door is moving +sound when the door can't be unlocked +keys required to open this door (1 for gold key, 2 for silver key, 3 for both) -------- 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) +crush players hit by the door instantly -------- NOTES -------- More information about keys can be found in item_key description. @@ -187,7 +193,7 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor. The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction must have set trigger_reverse to 1. -BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side. +BIDIR_IN_DOWN will prevent the door from reopening while closing if it is triggered from the other side. -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set 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) @@ -198,20 +204,30 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge wait before returning (3 default, -1 = never return) damage to inflict when blocked (when triggered and someone is in the way) when 1, use default door sounds -sound when the door opens -sound when the door closes +sound when the door is unlocked +sound when the door stops moving +sound when the door is moving +sound when the door can't be unlocked +keys required to open this door (1 for gold key, 2 for silver key, 3 for both) -------- 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 wait in both the start and end states for a trigger event. if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +rotate around the X axis +rotate around the Y axis +door can open in both directions +don't reopen the door while closing if it's triggered from the wrong side +crush players hit by the door instantly +-------- NOTES -------- +This entity is similar to func_door. Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does. -------- KEYS -------- movement type (1 = linear, 2 = cosine [default]) -# of seconds before coming back +time in seconds before coming back, -1 keeps the door open forever first entity key with one-line description second entity key with one-line description override WIDTH to move back (or height if going down) @@ -219,11 +235,11 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op damage to inflict when blocked (2 default) text to display when activating the door, or death message if dmg is set death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +when 1, use default door sounds sound when opening backwards or closing sound when opening sideways sound when stopping -------- SPAWNFLAGS -------- -only work once, then stay open 1st move is left of arrow 1st move is down from arrow never respond to shots @@ -232,20 +248,22 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. +To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. -------- Q3MAP2 KEYS -------- light map resolution factor Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. -------- KEYS -------- +if set, defines the label name for the func_group within the Entity List window. Path/name for the TGA file used to guide the mapping of textures on the terrain surface. -number of unique root shaders that will be use on the terrain. +number of unique root shaders that will be used on the terrain. Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. space separated list of height offsets for the index map -a ladder, need i say no more +a ladder, need I say no more grab a trigger brush and put it in front of the part that you want the player to climb @@ -258,9 +276,9 @@ Rising platform the player can ride to reach higher places. Plats must always be if set, this will determine the total amount of vertical travel of the plat. damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked. if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later. -2 for alternate sound set, -1 for silence, or use the fields below -platform starts moving sound -platform stop sound +2 for alternate sound set, 0 for silence, or use the fields below +platform starts moving sound +platform stop sound kill message, when someone gets killed by this plat 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 -------- @@ -274,7 +292,7 @@ This is an invisible area like a trigger, which rain falls inside of. -------- KEYS -------- falling direction (should be something like '0 0 -700', use the X and Y velocity for wind) sets color of rain in the Quake palette (default 12 - white) -adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000 +adjusts density, this many particles fall every second for a 1024x1024 area (on average), default is 2000 @@ -297,7 +315,7 @@ This is an invisible area like a trigger, which snow falls inside of. -------- KEYS -------- falling direction (should be something like '0 0 -300', use the X and Y velocity for wind) sets color of snow in the Quake palette (default 12 - white) -adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000 +adjusts density, this many particles fall every second for a 1024x1024 area (on average), default is 2000 @@ -307,10 +325,9 @@ 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 always start on mapstart unless NEEDACTIVATION is set. +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. -------- KEYS -------- default/initial speed of train (default 100 or overridden by speed value of targeted path_corner) @@ -318,9 +335,13 @@ 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) +-------- SPAWNFLAGS -------- +don't use the direct path to the next target, instead create a curved path using the current path_corner's curvetarget +turn the train when it reaches a path_corner +train needs to be triggered to start @@ -428,13 +449,19 @@ Pink team's player spawning location, but there is no game mode to use this yet. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) - + +Acts as a checkpoint to re-spawn at +-------- KEYS -------- +when targeted, this will set the activator's spawn point temporarily to this entity. It is reset upon re-spawn. + + + Large Armor (default 100 armor points) -------- KEYS -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) -amount of armor it gives (default: 100 (g_pickup_armorlarge)) -max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) +amount of armor it gives (default: 100 (g_pickup_armormega)) +max of armor it increases to (default: 200 (g_pickup_armormega_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -448,8 +475,8 @@ Big Armor (default 50 armor points) -------- KEYS -------- time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) -amount of armor it gives (default: 50 (g_pickup_armorlarge)) -max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) +amount of armor it gives (default: 50 (g_pickup_armorbig)) +max of armor it increases to (default: 200 (g_pickup_armorbig_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -464,7 +491,7 @@ 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 -------- @@ -479,7 +506,7 @@ 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 -------- @@ -503,7 +530,7 @@ modeldisabled="models/items/a_bullets.md3" -Nex, Electro and Crylink ammo +Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -542,13 +569,39 @@ CTF flag for team two (Blue). Use more than one if you really insist. zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" - -Large Health (default 50 health points) + +CTF flag for team three (Yellow). Use more than one if you really insist. +-------- KEYS -------- +model to use +scaling factor (DO set this when using your own model!) +sound played when flag is picked up +sound played when flag is returned +sound played when flag is captured +sound played when flag is lost in the field and respawns itself +-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL -------- +zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3" + + + +CTF flag for team four (Pink). Use more than one if you really insist. +-------- KEYS -------- +model to use +scaling factor (DO set this when using your own model!) +sound played when flag is picked up +sound played when flag is returned +sound played when flag is captured +sound played when flag is lost in the field and respawns itself +-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL -------- +zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" + + + +Big Health (default 50 health points) -------- KEYS -------- time till it respawns (default: 20) respawn time randomization +/- seconds (default: 0) -amount of health it gives (default: 50 (g_pickup_healthlarge)) -max of health it increases to (default: 999 (g_pickup_healthlarge_max)) +amount of health it gives (default: 50 (g_pickup_healthbig)) +max of health it increases to (default: 200 (g_pickup_healthbig_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -563,7 +616,7 @@ 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 -------- @@ -574,12 +627,12 @@ 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) 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 -------- @@ -603,9 +656,9 @@ Small Health (default 5 health points) 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) @@ -620,7 +673,7 @@ modeldisabled="models/items/g_invincible.md3" A key entity. The itemkeys should contain one of the following key IDs: -1 - GOLD key - +1 - GOLD key - 2 - SILVER key 4 - BRONZE key 8 - RED keycard @@ -644,6 +697,7 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. + SILVER key. -----------KEYS------------ @@ -670,10 +724,12 @@ GOLD key. 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_vortex & weapon_devastator when used. -------- KEYS -------- time till it respawns (default: 45) respawn time randomization +/- seconds (default: 0) @@ -686,7 +742,7 @@ modeldisabled="models/items/a_cells.md3" -Rocket Launcher, Hagar and Mortar ammo +Devastator, Hagar and Mortar ammo -------- KEYS -------- rockets gained by this item (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -715,7 +771,7 @@ 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) @@ -771,14 +827,14 @@ By this you see that you HAVE to specify fade for a linear light... use values b -Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush. +Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush. Can be controlled by relays. -------- KEYS -------- target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow) name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not) -color of the laser beam (default: red, that is, 1 0 0) +color of the laser beam (default: red, that is, 1 0 0) damage inflicted by the beam per second, or -1 for an instant-death ray name to target this (then its state is toggled) -when set, makes a dark laser of the given strength; may be combined with colormod +when set, makes a dark laser of the given strength; may be combined with beam_color scales the beam thickness (default 1) scales the dynamic light radius at the endpoint (default 1, -1 to turn off) team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) @@ -788,7 +844,7 @@ Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSID the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"! the team that owns this will NOT get hurt -------- NOTES -------- -Use trigger_monoflop if you want the laser to turn off for a while, then turn back on. +Use trigger_monoflop and relay_activatetoggle if you want the laser to turn off for a while, then turn back on. When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser. @@ -817,6 +873,8 @@ Generic placeholder for inserting MD3 models in game. Requires compilation of ma +NOTE: usually misc_clientmodel will predict better and have more fps! +Use this only if you need to. A way to load models from a map by the engine (e.g. self-animated zym models). Is non-solid by default. The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity! @@ -839,7 +897,7 @@ The keys below actually apply to most engine-loaded model entities as they are e file name of the second LOD model replacement when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign. @@ -866,7 +924,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -898,7 +956,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -928,7 +986,7 @@ Is non-solid by default. vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- SPAWNFLAGS -------- @@ -982,7 +1040,7 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -1042,19 +1100,16 @@ 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 -instead of triggering ALL matched entities, trigger ONE of them by random +choose a random next corner from the list of all path_corners with targetname specified in "target" 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 - - - -Spawn point for runes in a runematch. -Runematch can work without runes also, it then spawn runes at random safe locations. +-------- SPAWNFLAGS -------- +train needs to be triggered to move to this corner @@ -1115,19 +1170,21 @@ The sound name may also be of the form *soundname, and in that case the respecti -------- SPAWNFLAGS -------- the sound is looped and initially plays (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. the sound is looped and initially does not play (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. -the sound plays with no attenuation (same as setting atten to -1) the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF) -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) 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. +After the counter has been triggered "count" times, it will fire all of its targets. -------- KEYS -------- how many times this needs to be triggered to activate its targets trigger all entities with this targetname when triggered @@ -1137,12 +1194,14 @@ After the counter has been triggered "count" times, it will fire all o remove all entities with this targetname when triggered -------- SPAWNFLAGS -------- don't print a "2 more to go..."-like message when triggered +fire at every count (behaves like trigger_multiple with limited shots) Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay). -------- KEYS -------- delay the triggering by the given time +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered print this message to the player who activated the trigger @@ -1173,6 +1232,8 @@ Can be used in two ways: "wind field": points to the target_position to which the player will get pushed. "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor. "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside) +-------- SPAWNFLAGS -------- +treat strength as a target value for speed in the desired direction (directional mode only) @@ -1202,6 +1263,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered @@ -1214,7 +1276,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger) -------- SPAWNFLAGS -------- the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead) -the trigger responds to all entities, not just players (useful for targetting trigger_items) +the trigger responds to all entities, not just players (useful for targeting trigger_items) the team that owns the trigger will NOT trigger when touching this if set, splash damage cannot activate the door, only direct damage can (requires health to be set) @@ -1226,6 +1288,7 @@ Basically, it's a use-once trigger_multiple. amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered delay the triggering by the given time @@ -1245,7 +1308,7 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * -------- KEYS -------- point the player will fly to when using the jump pad (use a target_position here) if height is 0, the (player's origin at the) apex of the jump will be at the target; otherwise, the apex will be abs(height) above the higher point of player's origin and the target; if positive, the apex will be reached in the jump from initial origin to target -when target is not set, direction vector to push to +when target is not set, direction vector to push to, this * speed * 10 is the velocity to be reached. speed of jump pad (default: 1000) sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport) @@ -1335,7 +1398,7 @@ the Electro modeldisabled="models/weapons/g_electro.md3" - + the Mortar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1378,12 +1441,12 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u 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. + +the Vortex +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_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) +time till it respawns (default: 15 * g_balance_vortex_respawntime_modifier) respawn time randomization +/- seconds (default: 0) 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. @@ -1393,9 +1456,9 @@ In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cell 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. + +the Devastator +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -1424,7 +1487,7 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_shotgun.md3" - + the Machine Gun -------- KEYS -------- initial bullets of the weapon (if unset, g_pickup_nails is used) @@ -1441,7 +1504,7 @@ modeldisabled="models/weapons/g_uzi.md3" The world. If you see this, the currently selected brush is not of an entity. --------- KEYS -------- +-------- KEYS -------- fog parameters of the map (density red green blue alpha mindist maxdist maxheight fade-height); works just like the "fog" console command name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present. text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present. @@ -1492,7 +1555,7 @@ A penalty trigger. Race spawn point. -NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. +NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. -------- KEYS -------- this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn. trigger all entities with this targetname when someone spawns @@ -1505,18 +1568,18 @@ NOTE for race_place: when the race starts after the qualifying, the player with -A brush that emits particles. +A brush that emits particles. Can be (de)activated with relays. -------- KEYS -------- particle effect name from effectinfo.txt when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block particle direction and speed extra velocity jitter amount particle count multiplier (per spawned particle) -when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity sound to play when the particle is emitted distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) volume of the sound -name to target this (then its state is toggled) +name to target this (use relays) emitter class from the BGM script attack time of the effect strength (0 to 3.9) decay time of the effect strength (0 to 3.9) @@ -1524,10 +1587,10 @@ A brush that emits particles. release time of the effect strength (0 to 3.9) -------- SPAWNFLAGS -------- when targeted, the particle emitter will start switched on -only send the full amount of impulse particles when the entity is triggered +only send the full amount of impulse particles when the entity is toggled on/off only emit particles if the emitter brush is in the current PVS -------- NOTES -------- -Use trigger_monoflop if you want the particles to turn off for a while, then turn back on. +Use trigger_monoflop and relay_activatetoggle if you want the particles to turn off for a while, then turn back on. A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form <emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on> e.g. @@ -1536,11 +1599,36 @@ e.g. The lines MUST be sorted by emitter class as primary key, and by the time since start of the BGM as secondary key. + +A brush that emits sparks. Can be (de)activated with relays. +-------- KEYS -------- +extra velocity jitter amount +number of particles to emit per second (min 0.5, default 2.5) +particle count multiplier (per spawned particle) +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity +sound to play when the particle is emitted +distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) +volume of the sound +name to target this (use relays) +emitter class from the BGM script +attack time of the effect strength (0 to 3.9) +decay time of the effect strength (0 to 3.9) +sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain) +release time of the effect strength (0 to 3.9) +-------- SPAWNFLAGS -------- +when targeted, the particle emitter will start switched on +only send the full amount of impulse particles when the entity is toggled on/off +only emit particles if the emitter brush is in the current PVS +-------- NOTES -------- +Specialised version of func_pointparticles + + -"Flip-flop" trigger gate... lets only every second trigger event through +"Flip-flop" trigger gate... let's only every second trigger event through -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- assume it is already turned on (so the first event is NOT passed through) @@ -1578,6 +1666,29 @@ Triggers once when the game starts, then no longer does anything. wait so many seconds before triggering + +A brush that when entered changes the player's view to a position between target and target2, useful for side-scrolling stages +-------- KEYS -------- +should point to a target_viewlocation_start entity +should point to a target_viewlocation_end entity +-------- SPAWNFLAGS -------- +allow regular aiming and movement while forcing the camera between the viewlocation points +show a crosshair on screen and allow 2d aiming instead of only forward +allow moving up and down as well in side-scrolling mode, useful for brawlers + + + +Starting position for the area of viewing in a view location area, viewing position is bounded between this and a target_viewlocation_end +-------- KEYS -------- +the trigger_viewlocation should point its target to this. + + + +Ending position for the view location area, should be higher up but on the same plane as the target_viewlocation_start +-------- KEYS -------- +the trigger_viewlocation should point its target2 to this. + + Makes one entity follow another. Will not work with all entities. -------- KEYS -------- @@ -1590,9 +1701,9 @@ Makes one entity follow another. Will not work with all entities. do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH. - + 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 Vortex. Always kills with one shot. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -1625,7 +1736,7 @@ 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 @@ -1642,6 +1753,20 @@ You may want to target this by a race checkpoint, a teleporter, or a trigger_mul the items listed will get removed from the player + +Kills whoever activates this target +-------- KEYS -------- +used to trigger this +message to print + + + +CAMPAIGN ONLY!!!! Warp to another campaign level +-------- KEYS -------- +used to trigger this +index of the campaign level to warp to (starting from 1), 0 for next level + + Spawns or modifies an entity when triggered. The entity field list is a single string of the form: @@ -1654,7 +1779,7 @@ $E.field $E.field+offset $E.field+offset+randomoffset where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher. -Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this: +Example is a Mario-style question mark block which could throw a new weapon_vortex when activated like this: { "classname" "func_button" "angle" "-1" @@ -1668,7 +1793,7 @@ Example is a Mario-style question mark block which could throw a new weapon_nex "classname" "target_spawn" "origin" "0 0 448" "targetname" "makenex" -"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" +"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_vortex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" } -------- KEYS -------- used to trigger this @@ -1697,6 +1822,7 @@ 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 @@ -1734,6 +1860,7 @@ 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 @@ -1755,7 +1882,8 @@ When triggered, it resets to full health, and unbreaks. -------- SPAWNFLAGS -------- do not allow damaging this until it is first activated indicate amount of damage already taken by coloring -if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +don't take damage (needs to be triggered to 'explode', then triggered again to restore) +if set, only direct hits do damage (requires health to be set) @@ -1766,6 +1894,7 @@ Relays the trigger event if a cvar is set to a specified value. The name of the cvar to check The value of the cvar to check The count of entities that must be found +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- trigger if the cvar does NOT match the value. @@ -1830,11 +1959,25 @@ modeldisabled="models/weapons/g_hookgun.md3" Any object touching this will be healed. -------- KEYS -------- -health to give per second (default 10) +health to give per heal (default 10) max health this trigger will give (default 200) +delay between the heals in seconds (default 1) sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +play the sound even if the player is fully healed + +Target version of trigger_heal. Heals the activator. +-------- KEYS -------- +health to give per heal (default 10) +max health this target will give (default 200) +delay between the heals in seconds (default 1) +sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +play the sound even if the player is fully healed + + the Sniper Rifle. -------- KEYS -------- @@ -1857,7 +2000,7 @@ 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 @@ -1880,7 +2023,7 @@ 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 -------- @@ -1903,6 +2046,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th print this message to the player who activated the trigger remove all entities with this targetname when triggered 5 for red, 14 for blue, 13 for yellow, 10 for pink team +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- also relay events if the activator has no team set only relay the event if this entity has the matching team @@ -1926,13 +2070,13 @@ Mage. Master of dark magic disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1948,13 +2092,13 @@ Shambler. Summons lightning bolts with its large meat cleaving claws disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1971,13 +2115,13 @@ Spider. Freezing ice or burning fire web, both lead to an 8-legged grave disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1993,13 +2137,13 @@ Wyvern. Flies around shooting fireballs disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2015,13 +2159,13 @@ Braaaiins! disable/enable all relays with this targetname when killed follow this target name that identifies this entity so it can be triggered -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- SPAWNFLAGS -------- Spawn as mini-boss (slightly more powerful) Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2086,7 +2230,7 @@ The soccer type Nexball. -The basket ball type Nexball. +The basketball type Nexball. -------- KEYS -------- set this if you want to use your own model if you're using your own model, change this to scale it to 32*32*32 @@ -2148,6 +2292,7 @@ Triggers targets when a given magic word has been said 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. +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -2157,7 +2302,7 @@ Triggers targets when a given magic word has been said also perform the replacement when outside the radius (to hide the "secret word") even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters) do not decolorize the input string before matching -the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. +the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. the note pitch must be accurate and cannot be transposed @@ -2235,13 +2380,11 @@ When targetname is not set, this is the default track of the map. fade-in time fade-out time when set, the music created by this target is switched back to the default one when this time expires --------- SPAWNFLAGS -------- -the trigger is off initially Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music). -When triggered, its effect is turned off until triggered again. +Can be controlled with relay_activate, relay_deactivate and relay_activatetoggle. -------- KEYS -------- The name other entities can use to target this entity the music to play (as full sound file name) @@ -2254,65 +2397,89 @@ When triggered, its effect is turned off until triggered again. An area where gravity differs from the rest of the map. -This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity. +This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity. -------- KEYS -------- -gravity offset in this area, defaults to 0 if not set +gravity multiplier in this area, defaults to 0 if not set sound to play when an entity enters the gravity zone, leave empty to disable -you can use this to target the grazity zone with a trigger, which will toggle it when activated +you can use this to target the gravity zone with a relay to (de)activate the gravity multiplier -------- SPAWNFLAGS -------- entities keep their gravity after leaving the gravity zone -when targeted, the gravity zone starts off and is enabled upon triggering +when targeted, the gravity zone starts disabled -Activates all .target's +Activates all targets List of currently supported target ents: +trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered -Deactivates all .target's +Deactivates all targets List of currently supported target ents: +trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered -Toggles all .target's de/active +Toggles all targets de/active List of currently supported target ents: +trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -2325,7 +2492,11 @@ When no chmap key is set, the entity just ends the match when triggered. The pla The name other entities can use to target this entity 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 +fraction of players (excludes bots) that need to trigger this entity to change the level when MULTIPLAYER is set (default: 0.7) +-------- SPAWNFLAGS -------- +makes this entity only change level when a fraction of the players triggered it + Fast firing moderate damage bullet (hitscan) turret. -------- KEYS -------- @@ -2336,7 +2507,7 @@ 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 -------- @@ -2344,6 +2515,7 @@ 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 @@ -2352,11 +2524,9 @@ 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" @@ -2371,7 +2541,7 @@ 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 -------- @@ -2379,7 +2549,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/plasma2.md3" -Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise. +Only kills missiles, rockets, mortar & electro secondaries to be precise. -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2388,7 +2558,7 @@ 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 -------- @@ -2405,7 +2575,7 @@ 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 -------- @@ -2413,7 +2583,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/mlrs.md3" -2 guided moderate damage accelerating rockets +2 guided moderate damage accelerating rockets -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2422,7 +2592,7 @@ 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 -------- @@ -2440,7 +2610,7 @@ 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 -------- @@ -2457,7 +2627,7 @@ 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 -------- @@ -2474,7 +2644,7 @@ 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 -------- @@ -2483,6 +2653,7 @@ 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 @@ -2490,11 +2661,9 @@ 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" @@ -2505,78 +2674,78 @@ Used to feed turrets capable of it with remote target info. currently only turre +A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue ------------SPAWNFLAGS----------- ----------NOTES---------- - -A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and meele things up close and personal. - +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" +Small, agile and moving turret. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue ------------SPAWNFLAGS----------- ----------NOTES---------- - -Small, agile and moveing turret. - +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" +Checkpoint that units can patrol to -----------KEYS------------ -.targetname of next wapoint in chain. +targetname of next waypoint in chain. Pause at this point # seconds. ------------SPAWNFLAGS----------- - ---------NOTES---------- -If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly. -If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached. +If a loop of targets is formed, any unit entering this loop will patrol it indefinitely. +If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached. + -Fast moving hover type vehicle, with low shiled & health. +Fast moving hover type vehicle, with low shield & health. Primary weapon is a rapid fire energy cannon, secondary lockable rockets. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/wakazachi.md3" -A slow moving 6 legged mech type vehile that has plenty of health and shiled. +A slow moving 6 legged mech type vehicle that has plenty of health and shield. Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/spiderbot.md3" -The raptor is primaerly a air to ground frighter, its quite lightly armoured or shilded. -Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time. -Secondary is a pair of vert powerfull clusterbombs. +The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded. +Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time. +Secondary is a pair of very powerful clusterbombs. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/raptor.md3" + + +The bumblebee is a slow flying healer with 2 gunner slots. +Its main weapon is a healing ray that can heal teammates and their vehicles. +Secondary matches primary, but the vehicle can hold 2 extra players who act as gunners with the side cannons. +-------- KEYS -------- +5=red, 14=blue, 13=yellow, 10=pink +