3 <title>Q3Radiant Editor Manual: Appendix B5</title>
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4 <link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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7 <h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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9 <h1>Appendix B: Entity Descriptions</h1>
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10 <h2><a name = "item">Item_* Entities</a></h2>
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12 Most of the properties for item entities are the same and are
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13 listed immediately below. Properties that are unique to specific
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14 entities follow those entries.
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18 <p><strong>Shared Keys (for all item entities)</strong>
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20 <br>All the entities in this grouping can have the following
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23 <p><b>team:</b> set this to team items. Teamed items will respawn
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24 randomly after team master is picked up (see Notes).
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26 <br><b>target:</b> picking up the item will trigger the entity this
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29 <br><b>targetname:</b> a target_give entity can point to this for
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32 <br><b>notbot:</b> when set to 1, a bot will never seek out this
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35 <br><b>notfree:</b> when set to 1, entity will not spawn in "Free
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36 for all" and "Tournament" modes.
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38 <br><b>notteam:</b> when set to 1, entity will not spawn in
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39 "Teamplay" and "CTF" modes.
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41 <br><b>notsingle:</b> when set to 1, entity will not spawn in Single
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42 Player mode (bot play mode).
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46 <p>Two other keys, wait and count, do not apply to all entities and
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47 are described as they apply to individual entity types.
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51 <p><strong>Check Boxes/Spawnflags</strong>
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53 <br>SUSPENDED: item will spawn where it was placed in map and won't
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54 drop to the floor. Bots will only be attracted to suspended
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55 entities if they are reachable by way of a jump pad or launch pad
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60 <p><strong>Notes</strong>
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62 <br><b>Team:</b> Just as you would set doors to work together with
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63 the "team" key, you can do the same for item, weapon and ammo
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64 entities. Give each entity in the team the same key value (example:
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65 "team" "powerups"). The game randomly selects which team member
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66 respawns next. You can set your own wait times. You can skew the
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67 weighting towards a particular item by including multiple copies of
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68 it. Example: 1 quad and 2 hastes in a team mean a greater chance
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69 that a haste entity will appear next.
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71 <p>The amount of time it takes for an item in the team to respawn
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72 is determined by the "wait" value of the item that was picked up
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73 previously. So if one of the items in the team has it's "wait" key
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74 set to -1 (never respawn), the random respawning cycle of the
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75 teamed items will stop after that item is picked up.
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79 <p>When the random key is set, its value is used to calculate a
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80 minimum and a maximum delay. The final time delay will be a random
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81 value anywhere between the minimum and maximum values: (min delay =
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82 wait - random) (max delay = wait + random).
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86 <p><div class = "subheading">item_armor_body</div>
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88 <b>Map Entity Color:</b> blue
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90 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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92 <br><b>Game Function:</b> Red Armor - 100 points of protection. All
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93 armor can be cumulated up to a maximum of 200 points and slowly
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94 decays back to 100 points.
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98 <p><strong>Custom Keys</strong>
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100 <br><b>wait:</b> time in seconds before item respawns after being
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101 picked up (default 25, -1 = never respawn).
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105 <p><div class = "subheading">item_armor_combat</div>
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107 <b>Map Entity Color:</b> blue
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109 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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111 <br><b>Game Function:</b> Yellow Armor - 50 points of protectiong.
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112 All armor can be cumulated up to a maximum of 200 points and slowly
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113 decays back to 100 points.
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117 <p><strong>Custom Keys</strong>
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119 <br><b>wait:</b> time in seconds before item respawns after being
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120 picked up (default 25, -1 = never respawn).
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122 <p><div class = "subheading">item_armor_shard</div>
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124 <b>Map Entity Color:</b> blue
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126 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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128 <br><b>Game Function:</b> Green Armor Shard - 5 points of
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129 protection. All armor can be cumulated up to a maximum of 200
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130 points and slowly decays back to 100 points.
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134 <p><strong>Custom Keys</strong>
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136 <br><b>wait:</b> time in seconds before item respawns after being
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137 picked up (default 25, -1 = never respawn).
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141 <p><div class = "subheading">Item_botroam</div>
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143 <b>Map Entity Color:</b> orange
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145 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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147 <br><b>Game Function:</b> An invisible entity that attracts a bot to
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148 it. Used to move bots to parts of a map that might otherwise not be
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153 <p><strong>Custom Keys</strong>
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155 <br><b>Weight:</b> non-zero floating point value, most often in the
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156 range 0 to 400. Very low values are unlikely to attract a bot to
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157 that area, since most bots have "desires" that attract them to
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158 other game entities. (Higher values are allowed but keep in mind
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159 that the bot should also be attracted to normal items. Don't
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160 make the weight value too high.
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164 <p><strong>Notes</strong>
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166 <br>The item_botroam entity can be used when a bot does not roam the
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167 whole level or prefers to go to only specific areas. But don't
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168 confuse these items with "way points". They are more like magnets.
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169 This (invisible) item can be placed in a map just like regular
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170 items. Nobody can actually pick up the item it's only used to
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171 attract bots to certain places of the map. The value is the weight
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172 of the roam_item is relative to the weight assigned other items in
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173 the map (each bot has its own weights). The bot character specific
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174 item weights are stored with the bot characters in the
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175 botfiles/bots/ sub-folder in the .pk3 file.
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177 <p>When a bot should never go for a specific item the key "notbot"
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178 with value "1" can be used for that item. This key with value can
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179 be used for every available item in Quake III Arena.
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181 <p><div class = "tip"><b>Design Tip:</b> Wait to place these items until you've done a
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182 significant amount of live play testing on the final map against
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183 bots. Observe a bot-only match. See which parts of the map they
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184 DON'T use frequently. Use bot_roam entities to encourage the
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185 bots to follow more paths through the map. Example: In one of id's
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186 CTF maps, it was eventually observed that bots were most likely to
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187 use only one entrance when assaulting the base. Placement of
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188 item_botroam entities along the other entrance paths might have
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193 <p><div class = "subheading">item_enviro</div>
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195 <b>Map Entity Color:</b> blue
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197 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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199 <br><b>Game Function:</b> Battle Suit power-up. Lasts 30 seconds.
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200 Battle suit provides full protection against explosion radius
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201 damage, slime, and lava damage. It gives partial protection against
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202 falling, and direct rocket hits.
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206 <p><strong>Custom Keys</strong>
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208 <br><b>wait:</b> time in seconds before item respawns after being
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209 picked up (default 120, -1 = never respawn).
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211 <br><b>count:</b> time in seconds that power-up will last when
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212 picked up (default 30).
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216 <p><div class = "subheading">item_flight</div>
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218 <b>Map Entity Color:</b> blue
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220 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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222 <br><b>Game Function:</b> Flight power-up. Lasts 60 seconds. Will
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223 not appear in single player games. Bots do not understand its
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228 <p><strong>Custom Keys</strong>
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230 <br><b>wait:</b> time in seconds before item respawns after being
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231 picked up (default 120, -1 = never respawn).
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233 <br><b>count:</b> time in seconds power-up will last when picked up
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238 <p><div class = "subheading">item_haste</div>
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240 <b>Map Entity Color:</b> blue
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242 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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244 <br><b>Game Function:</b> Speed power-up. Makes player run at double
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245 speed for 30 seconds.
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249 <p><strong>Custom Keys</strong>
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251 <br><b>wait:</b> time in seconds before item respawns after being
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252 picked up (default 120, -1 = never respawn).
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254 <br><b>count:</b> time in seconds power-up will last when picked up
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259 <p><div class = "subheading">item_health</div>
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261 <b>Map Entity Color:</b> blue
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263 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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265 <br><b>Game Function:</b> Yellow cross bubble - 25 Health. Cannot be
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266 picked up over 100 health.
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270 <p><strong>Custom Keys</strong>
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272 <br><b>wait:</b> time in seconds before item respawns after being
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273 picked up (default 35, -1 = never respawn).
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275 <br><b>count:</b> sets the amount of health points given to the
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276 player when item is picked up (default 25).
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280 <p><div class = "subheading">item_health_large</div>
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281 <b>Map Entity Color:</b> blue <b></b>
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283 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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285 <br><b>Game Function:</b> Gold cross bubble - 50 Health. Cannot be
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286 picked up over 100 health.
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290 <p><strong>Custom Keys</strong>
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292 <br><b>wait:</b> time in seconds before item respawns after being
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293 picked up (default 35, -1 = never respawn).
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295 <br><b>count:</b> sets the amount of health points given to the
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296 player when item is picked up (default 50).
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300 <p><div class = "subheading">item_health_mega</div>
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302 <b>Map Entity Color:</b> blue <b></b>
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304 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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306 <br><b>Game Function:</b> Blue M bubble - 100 Health. Adds 100
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307 health points to current health up to a maximum of 200.
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311 <p><strong>Custom Keys</strong>
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313 <br><b>wait:</b> time in seconds before item respawns after being
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314 picked up (default 40, -1 = never respawn).
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316 <br><b>count:</b> sets the amount of health points given to the
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317 player when item is picked up (default 100).
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321 <p><div class = "subheading">item_health_small</div>
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323 <br><b>Map Entity Color:</b> blue
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325 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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327 <br><b>Game Function:</b> Green cross bubble - 5 Health. Can be
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328 picked up to give over 100 health but slowly decays back to
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333 <p><strong>Custom Keys</strong>
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335 <br><b>wait:</b> time in seconds before item respawns after being
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336 picked up (default 35, -1 = never respawn).
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338 <br><b>count:</b> sets the amount of health points given to the
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339 player when item is picked up (default 5).
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341 <p><div class = "subheading">item_invis</div>
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343 <b>Map Entity Color: blue</b>
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345 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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347 <br><b>Game Function:</b> Invisibility power-up. Lasts 30
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352 <p><strong>Custom Keys</strong>
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354 <br><b>wait:</b> time in seconds before item respawns after being
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355 picked up (default 120, -1 = never respawn).
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357 <br><b>count:</b> time in seconds power-up will last when picked up
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360 <br>team : set this to team items. Teamed items will respawn
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361 randomly after team master is picked up (see Notes).
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365 <p><div class = "subheading">item_quad</div>
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367 <b>Map Entity Color:</b> blue <b></b>
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369 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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371 <br><b>Game Function:</b> Quad Damage power-up (3 times damage).
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376 <p><strong>Custom Keys</strong>
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378 <br><b>wait:</b> time in seconds before item respawns after being
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379 picked up (default 120, -1 = never respawn).
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381 <br><b>count:</b> time in seconds power-up will last when picked up
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386 <p><div class = "subheading">item_regen</div>
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388 <b>Map Entity Color:</b> blue <b></b>
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390 <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16)
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392 <br><b>Game Function:</b> Health Regeneration power-up. This will
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393 boost your current health by 5 points every second up to a maximum
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394 of 200. The boost continues for a period of 30 seconds. Aftewards,
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395 any health points over 100 slowly decay back to 100.
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399 <p><strong>Custom Keys</strong>
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401 <br><b>wait:</b> time in seconds before item respawns after being
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402 picked up (default 120, -1 = never respawn).
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404 <br><b>count:</b> time in seconds power-up will last when picked up
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407 <h2><a name = "light">Light Entity</a></h2>
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409 <p><div class = "subheading">light</div>
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411 <b>Map Entity Color:</b> bright green (see Notes)
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413 <br><b>Dimensions</b>: (-8 -8 -8) (8 8 8)
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415 <br><b>Game Function:</b> Non-displayed light entity. The default
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416 condition emits white light in all directions at a value of 300.
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417 The apparent brightness of the light is modeled on "real world"
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418 physics, so the falloff in brightness willl be an inverse square of
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419 distance from the source. It can be colored. It can be targeted on
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420 an info_null entity to make a spotlight.
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424 <p><strong>Keys</strong>
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426 <br><b>light:</b> value of light intensity (default 300).
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428 <br><b>_color:</b> weighted RGB value of light color (default white
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431 <br><b>target:</b> point this to an target_position, info_null or
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432 info_notnull to create a spotlight effect.
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434 <br><b>radius:</b> sets radius of light cone for spotlights (default
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435 64) in game units. Radius measurement is made at the targeted
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436 entity. Light must target an info_null entity (info_nulls are only
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437 used by the compiler and need not be "remembered" by the game
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438 engine during play).
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442 <p><strong>Check Boxes/Spawnflags</strong>
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444 <br>LINEAR: light falloff will be linear instead of inverse square
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445 of distance from source.
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449 <p><strong>Notes</strong>
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451 <ul><li>Linear fall off will not make much difference on low value
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452 lights. Useful on high value lights where the light travels long
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455 <li>If the "Light drawing" preference is selected (under
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456 Preferences), the editor shows the light entities as diamond shaped
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457 pieces the color of the light they cast. If not, they are light
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458 yellow green cubes.</ul>
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461 <p><strong>Coloring Lights</strong>
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463 <br>To quickly change the color of a light entity, use on of the
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466 <ol><li><b>CTRL + k:</b> With the entity
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467 window open, select a light entity in either the map or camera
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468 window. Press CTRL + k. This brings up the windows color selector.
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469 Select a color and choose "OK". The editor automatically
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470 normalizes the light colors.
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472 <li><b>Sample Texture:</b> Select the light
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473 entity. Select a texture in either the texture window or the camera
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474 window. Hit SHIFT + middle mouse button.
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476 <li><b>Manual Entry:</b> Type in the value
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477 for the key _color as a 3 numbers between 0 and 1 (inclusive).
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479 <li><b>Copy Existing:</b> Select another
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480 light entity whose color value the user would like to duplicate. In
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481 the editor window, lef click on the key "_color". Now select the
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482 light entity to be colored. Hit ENTER.</ol>
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485 <p align = "center"><a href = "appn_b_4.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_6.htm">Next</a>
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