X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=fa6ff67ad4e08c5896f5b382cd3334b0f126cd76;hp=6b8c19ba8e36626e28c38c90237f96454c5116cd;hb=3e9ff8bab9becc6584be3519b89dd7df82ee87a4;hpb=080f47170726304d2a02a20a29c9f2592e1855c1 diff --git a/scripts/entities.ent b/scripts/entities.ent index 6b8c19ba..fa6ff67a 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -697,32 +697,6 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. - -SILVER key. ------------KEYS------------ -color of the key (default: '.9 .9 .9'). -message to print when player picks up this key. -custom model to use. -custom sound to play when player picks up the key. --------- SPAWNFLAGS -------- -the item will float in air, instead of aligning to the floor by falling ----------NOTES---------- -Don't use this entity on new maps! Use item_key instead. - - - -GOLD key. ------------KEYS------------ -color of the key (default: '1 .9 0'). -message to print when player picks up this key. -custom model to use. -custom sound to play when player picks up the key. --------- SPAWNFLAGS -------- -the item will float in air, instead of aligning to the floor by falling ----------NOTES---------- -Don't use this entity on new maps! Use item_key instead. - - Instagib ammo. Always contains 5 (g_instagib_ammo_drop) shots. @@ -824,14 +798,14 @@ 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) @@ -841,7 +815,7 @@ 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. @@ -1167,7 +1141,6 @@ 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) @@ -1182,7 +1155,7 @@ Monster spawnpoint for Invasion 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 @@ -1192,6 +1165,7 @@ 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) @@ -1228,6 +1202,8 @@ 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) @@ -1300,7 +1276,7 @@ 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) @@ -1744,6 +1720,20 @@ 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: @@ -1935,11 +1925,25 @@ 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 -------- @@ -2361,23 +2365,26 @@ 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). 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 gravity 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 targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2385,6 +2392,7 @@ 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 @@ -2394,11 +2402,14 @@ func_vectormamamam Deactivates all targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2406,6 +2417,7 @@ 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 @@ -2415,11 +2427,14 @@ func_vectormamamam Toggles all targets de/active List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2427,6 +2442,7 @@ 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 @@ -2439,7 +2455,11 @@ 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 --------