From c27b625dc75eb2e040a34b941a246f78c876f0d9 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Wed, 8 Jun 2011 11:20:12 +0200 Subject: [PATCH] entities.ent for it too --- scripts/entities.def2ent | 1 + scripts/entities.ent | 21 +++++++++++++++++++++ 2 files changed, 22 insertions(+) diff --git a/scripts/entities.def2ent b/scripts/entities.def2ent index 7f82d7a1..bf947108 100755 --- a/scripts/entities.def2ent +++ b/scripts/entities.def2ent @@ -46,6 +46,7 @@ $types{target4} = "target"; $types{targetname} = "targetname"; $types{target} = "target"; $types{team} = "integer"; +$types{target_random} = "boolean"; # missing definition in QC, q3map2 only $types{_ambient} = "real"; diff --git a/scripts/entities.ent b/scripts/entities.ent index 98171d92..57f11e93 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -121,6 +121,7 @@ When a button is touched by a player, it moves in the direction set by the " all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. +instead of triggering ALL matched entities, trigger ONE of them by random speed of button's displacement (default 40). movement type (1 = linear, 2 = cosine [default]) number of seconds button stays pressed (default 1, -1 = return immediately). @@ -321,6 +322,9 @@ Attacking team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) @@ -339,6 +343,9 @@ Defending team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) @@ -902,6 +909,7 @@ Teleport destination location point for trigger_teleport entities. Do not let it target to activate when a teleporter targeting this is used target to activate when a teleporter targeting this is used target to activate when a teleporter targeting this is used +instead of triggering ALL matched entities, trigger ONE of them by random direction in which player will look when teleported, OR use pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out) weight for random selection, in case a teleporter points at multiple misc_teleporter_dest @@ -943,6 +951,7 @@ All path_corner entities of a train have to connect in a circular manner, while triggered when a func_train stops at this target triggered when a func_train stops at this target triggered when a func_train stops at this target +instead of triggering ALL matched entities, trigger ONE of them by random the train following the path or the previous path_corner in the path points to this. speed of func_train while moving to this path corner. If unset, the value from the func_train will be used. number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1 @@ -968,6 +977,7 @@ This entity triggers its targets whenever a new assault round is started. This c targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective) targetname of entities to be enabled/triggered on round start targetname of entities to be enabled/triggered on round start +instead of triggering ALL matched entities, trigger ONE of them by random @@ -977,6 +987,7 @@ target_objective controls an objective. Once triggered the objective is active a targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective) targetname of entities to be enabled/triggered on objective fulfilling targetname of entities to be enabled/triggered on objective fulfilling +instead of triggering ALL matched entities, trigger ONE of them by random targetname for this entity so it can be triggered by other entities. @@ -1074,6 +1085,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger @@ -1130,6 +1142,7 @@ More than one "trigger event" can be delayed at once, as opposed to tr trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger @@ -1152,6 +1165,7 @@ Note that in Xonotic, teleporters preserve momentum of the player using them. target to activate when the teleporter is used target to activate when the teleporter is used target to activate when the teleporter is used +instead of triggering ALL matched entities, trigger ONE of them by random team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport) when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. -------- SPAWNFLAGS -------- @@ -1347,6 +1361,9 @@ NOTE for race_place: when the race starts after the qualifying, the player with -------- KEYS -------- this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn. trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +trigger all entities with this targetname when someone spawns +instead of triggering ALL matched entities, trigger ONE of them by random weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. if target points to the trigger_race_checkpoint with cnt 0 (finish line), this sets which place the spawn corresponds to; the special value 0 stands for spawns for players who died in game, and -1 marks the spawnpoint for qualifying mode only; any race map must have spawnpoints with race_place being 1, 2, 3 or it gets marked as a frustrating map when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) @@ -1422,6 +1439,7 @@ Triggers once when the game starts, then no longer does anything. trigger all entities with this targetname when starting the game trigger all entities with this targetname when starting the game trigger all entities with this targetname when starting the game +instead of triggering ALL matched entities, trigger ONE of them by random wait so many seconds before triggering @@ -1744,6 +1762,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger @@ -1880,6 +1899,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. +instead of triggering ALL matched entities, trigger ONE of them by random -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -1916,6 +1936,7 @@ Should be thick enough to fit a player entity (i.e. 32 units), preferably even t is triggered when a player ENTERS the warpzone (and warps away) is triggered when a player LEAVES the warpzone (from the other warp zone to this one) is triggered in both cases +instead of triggering ALL matched entities, trigger ONE of them by random must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or... should point to a target_position entity, or start distance of fading out the warpzone -- 2.39.2