X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=f06d5075c488949740c5022ee776302e5557e9cb;hp=6e0d95099d5ac15367e4872df52b194fd7394da1;hb=a36415ea1cdfc2ed1ac7c87e2b881935598b4f92;hpb=b22da6fae94b0574eb7516a3c5bc98b0684ecffc diff --git a/scripts/entities.ent b/scripts/entities.ent index 6e0d9509..f06d5075 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". @@ -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 -------- @@ -108,7 +109,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives -interval to apply dmg to a player who is s in the way +interval to apply dmg to a player who is in the way death message when a player gets crushed death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) @@ -205,6 +206,8 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge the door won't link with another door it touches causes the door to wait in both the start and end states for a trigger event. if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +rotate around the X axis +rotate around the Y axis @@ -308,7 +311,7 @@ Point entity with EF_STARDUST applied. This will spawn a particle cloud with mos Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates). At each node, the train's mins corner hits exactly the path_corner. Trains always start on in the game. -Trains do not damage the played when blocked. +Trains do not damage the player when blocked. Trains cannot emit sound. Trains are not trigger-able or toggle-able. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. @@ -318,15 +321,16 @@ 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) -Location to make the first autoscreenshot from. +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 @@ -427,13 +431,13 @@ Pink team's player spawning location, but there is no game mode to use this yet. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) - + Large Armor (default 100 armor points) -------- KEYS -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) -amount of armor it gives (default: 100 (g_pickup_armorlarge)) -max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) +amount of armor it gives (default: 100 (g_pickup_armormega)) +max of armor it increases to (default: 999 (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 -------- @@ -447,8 +451,8 @@ 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: 999 (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 -------- @@ -541,13 +545,39 @@ 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: 999 (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 -------- @@ -573,7 +603,7 @@ 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) @@ -604,7 +634,7 @@ 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) @@ -619,7 +649,7 @@ 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 @@ -670,9 +700,9 @@ 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) @@ -714,7 +744,7 @@ 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) @@ -816,6 +846,8 @@ 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! @@ -1051,11 +1083,6 @@ All path_corner entities of a train have to connect in a circular manner, while number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1 - -Spawn point for runes in a runematch. -Runematch can work without runes also, it then spawn runes at random safe locations. - - This entity ends the current assault round if triggered or if the timelimit is reached. Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team. @@ -1118,6 +1145,12 @@ 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. @@ -1373,7 +1406,7 @@ 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) @@ -1388,7 +1421,7 @@ 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) @@ -1434,7 +1467,7 @@ 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. @@ -1585,7 +1618,7 @@ 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) @@ -1618,7 +1651,7 @@ 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 @@ -1690,6 +1723,7 @@ 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 @@ -1727,6 +1761,7 @@ 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 @@ -1850,7 +1885,7 @@ 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 @@ -1873,7 +1908,7 @@ 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 -------- @@ -1908,6 +1943,118 @@ 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, 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 +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, 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 +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, 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 +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, 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 +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, 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 +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 -------- @@ -2146,7 +2293,7 @@ This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half th -Activates all .target's +Activates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2164,7 +2311,7 @@ func_vectormamamam -Deactivates all .target's +Deactivates all targets List of currently supported target ents: trigger_hurt trigger_heal @@ -2182,7 +2329,7 @@ func_vectormamamam -Toggles all .target's de/active +Toggles all targets de/active List of currently supported target ents: trigger_hurt trigger_heal @@ -2217,7 +2364,7 @@ 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 -------- @@ -2233,7 +2380,7 @@ 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---------- @@ -2252,7 +2399,7 @@ 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 -------- @@ -2269,7 +2416,7 @@ 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 -------- @@ -2286,7 +2433,7 @@ 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 -------- @@ -2294,7 +2441,7 @@ 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 @@ -2303,7 +2450,7 @@ 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 -------- @@ -2321,7 +2468,7 @@ 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 -------- @@ -2338,7 +2485,7 @@ 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 -------- @@ -2355,7 +2502,7 @@ 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 -------- @@ -2371,7 +2518,7 @@ 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---------- @@ -2393,11 +2540,11 @@ Used to feed turrets capable of it with remote target info. currently only turre 2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -----------SPAWNFLAGS----------- ---------NOTES---------- -A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and meele things up close and personal. +A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and melee 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" @@ -2412,7 +2559,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" 2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -----------SPAWNFLAGS----------- ---------NOTES---------- @@ -2425,7 +2572,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" -----------KEYS------------ -.targetname of next wapoint in chain. +targetname of next wapoint in chain. Pause at this point # seconds. -----------SPAWNFLAGS----------- @@ -2434,30 +2581,38 @@ If a loop is of targets are formed, any unit entering this loop will patrol it i 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. +Fast moving hover type vehicle, with low shield & health. Primary weapon is a rapid fire energy cannon, secondary lockable rockets. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/wakazachi.md3" -A slow moving 6 legged mech type vehile that has plenty of health and shiled. +A slow moving 6 legged mech type vehicle that has plenty of health and shield. Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/spiderbot.md3" -The raptor is primaerly a air to ground frighter, its quite lightly armoured or shilded. +The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded. Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time. -Secondary is a pair of vert powerfull clusterbombs. +Secondary is a pair of very powerful clusterbombs. -------- KEYS -------- -5=red, 14=blue +5=red, 14=blue, 13=yellow, 10=pink -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/vehicles-static/raptor.md3" + + +The bumblebee is a slow flying healer with 2 gunner slots. +Its main weapon is a healing ray that can heal teammates and their vehicles. +Secondary matches primary, but the vehicle can hold 2 extra players who act as gunners with the side cannons. +-------- KEYS -------- +5=red, 14=blue, 13=yellow, 10=pink +