X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.def;h=7f4d5a4797c52a30e1cec9ddd29327f912bd73f8;hp=c4a290a79708d52afa7ebcafb73eb97f6cbcb260;hb=662027bd6c09040409fec32809b3407294fc82c0;hpb=094efb6433cdac19ae1dd2b08757987f907d9e57 diff --git a/scripts/entities.def b/scripts/entities.def index c4a290a7..7f4d5a47 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -119,6 +119,7 @@ target: all entities with a matching targetname will be triggered. target2: all entities with a matching targetname will be triggered. target3: all entities with a matching targetname will be triggered. target4: all entities with a matching targetname will be triggered. +target_random: instead of triggering ALL matched entities, trigger ONE of them by random speed: speed of button's displacement (default 40). platmovetype: movement type (1 = linear, 2 = cosine [default]) wait: number of seconds button stays pressed (default 1, -1 = return immediately). @@ -319,6 +320,9 @@ Attacking team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- target: this should point to a target_objective to decide when this spawning point is active. target2: trigger all entities with this targetname when someone spawns +target3: trigger all entities with this targetname when someone spawns +target4: trigger all entities with this targetname when someone spawns +target_random: instead of triggering ALL matched entities, trigger ONE of them by random cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. restriction: 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) */ @@ -337,6 +341,9 @@ Defending team's player spawning location in Assault. Should touch the floor, bu -------- KEYS -------- target: this should point to a target_objective to decide when this spawning point is active. target2: trigger all entities with this targetname when someone spawns +target3: trigger all entities with this targetname when someone spawns +target4: trigger all entities with this targetname when someone spawns +target_random: instead of triggering ALL matched entities, trigger ONE of them by random cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. restriction: 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) */ @@ -381,6 +388,7 @@ restriction: when 1, only bots can spawn here; when 2, only humans can spawn her Large Armor (default 100 armor points) -------- KEYS -------- respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) armorvalue: amount of armor it gives (default: 100 (g_pickup_armorlarge)) max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -395,6 +403,7 @@ modeldisabled="models/items/g_a25.md3" Big Armor (default 50 armor points) -------- KEYS -------- respawntime: time till it respawns (default: 20) +respawntimejitter: respawn time randomization +/- seconds (default: 0) armorvalue: amount of armor it gives (default: 50 (g_pickup_armorlarge)) max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -409,6 +418,7 @@ modeldisabled="models/items/g_a50.md3" Medium Armor (default 25 armor points) -------- KEYS -------- respawntime: time till it respawns (default: 20) +respawntimejitter: respawn time randomization +/- seconds (default: 0) armorvalue: amount of armor it gives (default: 25 (g_pickup_armormedium)) max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armormedium_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -423,6 +433,7 @@ modeldisabled="models/items/g_armormedium.md3" Small Armor (default 5 armor points) -------- KEYS -------- respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) armorvalue: amount of armor it gives (default: 5 (g_pickup_armorsmall)) max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorsmall_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -438,6 +449,7 @@ Machine Gun ammo -------- KEYS -------- ammo_nails: bullets gained by this item (if unset, g_pickup_nails is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -451,6 +463,7 @@ Nex, Electro and Crylink ammo -------- KEYS -------- ammo_cells: cells gained by this item (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -489,6 +502,7 @@ zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3" Large Health (default 50 health points) -------- KEYS -------- respawntime: time till it respawns (default: 20) +respawntimejitter: respawn time randomization +/- seconds (default: 0) health: amount of health it gives (default: 50 (g_pickup_healthlarge)) max_health: max of health it increases to (default: 999 (g_pickup_healthlarge_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -503,6 +517,7 @@ modeldisabled="models/items/g_h50.md3" Medium Health (default 25 health points) -------- KEYS -------- respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) health: amount of health it gives (default: 25 (g_pickup_healthmedium)) max_health: max of health it increases to (default: 999 (g_pickup_healthmedium_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -518,6 +533,7 @@ 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. -------- KEYS -------- respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) health: amount of health it gives (default: 100 (g_pickup_healthmega)) max_health: max of health it increases to (default: 999 (g_pickup_healthmega_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -532,6 +548,7 @@ modeldisabled="models/items/g_h100.md3" Small Health (default 5 health points) -------- KEYS -------- respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) health: amount of health it gives (default: 5 (g_pickup_healthsmall)) max_health: max of health it increases to (default: 5 (g_pickup_healthsmall_max)) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. @@ -547,6 +564,7 @@ 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. -------- KEYS -------- respawntime: time till it respawns (default: 120) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -561,6 +579,7 @@ 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. -------- KEYS -------- respawntime: time till it respawns (default: 45) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -574,6 +593,7 @@ Rocket Launcher, Hagar and Mortar ammo -------- KEYS -------- ammo_rockets: rockets gained by this item (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -587,6 +607,7 @@ Shotgun ammo -------- KEYS -------- ammo_shells: shells gained by this item (if unset, g_pickup_shells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -600,6 +621,7 @@ 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. -------- KEYS -------- respawntime: time till it respawns (default: 120) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -678,6 +700,7 @@ Generic placeholder for inserting MD3 models in game. Requires compilation of ma -------- Q3MAP2 KEYS -------- model: file name of model to include _frame: frame of model to include +_skin: skin of model to include _remap: string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc. angle: view direction of the model angles: view direction of the model in PITCH YAW ROLL @@ -884,6 +907,7 @@ target: target to activate when a teleporter targeting this is used target2: target to activate when a teleporter targeting this is used target3: target to activate when a teleporter targeting this is used target4: target to activate when a teleporter targeting this is used +target_random: instead of triggering ALL matched entities, trigger ONE of them by random angle: direction in which player will look when teleported, OR use angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out) cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest @@ -899,7 +923,7 @@ target: target any entities that are tied to this control point, such as vehicle message: name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc) */ -/*QUAKED onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64) +/*QUAKED onslaught_generator (0 .5 .8) (-52 -52 -14) (52 52 75) Base generator. onslaught_link entities can target this. @@ -925,6 +949,7 @@ target: point to next path_corner in the path. target2: triggered when a func_train stops at this target target3: triggered when a func_train stops at this target target4: triggered when a func_train stops at this target +target_random: instead of triggering ALL matched entities, trigger ONE of them by random targetname: the train following the path or the previous path_corner in the path points to this. speed: speed of func_train while moving to this path corner. If unset, the value from the func_train will be used. wait: 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 @@ -950,6 +975,7 @@ target: targetname of entities to be enabled/triggered on round start (e.g. the target2: targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective) target3: targetname of entities to be enabled/triggered on round start target4: targetname of entities to be enabled/triggered on round start +target_random: instead of triggering ALL matched entities, trigger ONE of them by random */ /*QUAKED target_objective (.5 0 .5) (-8 -8 -8) (8 8 8) @@ -959,6 +985,7 @@ target: targetname of entities to be enabled/triggered on objective fulfilling ( target2: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective) target3: targetname of entities to be enabled/triggered on objective fulfilling target4: targetname of entities to be enabled/triggered on objective fulfilling +target_random: instead of triggering ALL matched entities, trigger ONE of them by random targetname: targetname for this entity so it can be triggered by other entities. */ @@ -1056,6 +1083,7 @@ target: trigger all entities with this targetname when triggered target2: trigger all entities with this targetname when triggered target3: trigger all entities with this targetname when triggered target4: trigger all entities with this targetname when triggered +target_random: instead of triggering ALL matched entities, trigger ONE of them by random targetname: name that identifies this entity so it can be triggered delay: delay the triggering by the given time message: print this message to the player who activated the trigger @@ -1112,6 +1140,7 @@ target: trigger all entities with this targetname when triggered target2: trigger all entities with this targetname when triggered target3: trigger all entities with this targetname when triggered target4: trigger all entities with this targetname when triggered +target_random: instead of triggering ALL matched entities, trigger ONE of them by random targetname: name that identifies this entity so it can be triggered delay: delay the triggering by the given time message: print this message to the player who activated the trigger @@ -1134,6 +1163,7 @@ target: this must point to a misc_teleporter_dest entity. If it points to more t target2: target to activate when the teleporter is used target3: target to activate when the teleporter is used target4: target to activate when the teleporter is used +target_random: instead of triggering ALL matched entities, trigger ONE of them by random team: team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport) targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. -------- SPAWNFLAGS -------- @@ -1145,6 +1175,7 @@ the Crylink -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1158,6 +1189,7 @@ the Electro -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1171,6 +1203,7 @@ the Mortar -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1184,6 +1217,7 @@ the Hagar -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1198,6 +1232,7 @@ the Laser. Note that unless you use in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1212,6 +1247,7 @@ In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cell -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 15 * g_balance_nex_respawntime_modifier) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1226,6 +1262,7 @@ In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cell -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1241,6 +1278,7 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u -------- KEYS -------- ammo_shells: initial shells of the weapon (if unset, g_pickup_shells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1254,6 +1292,7 @@ the Machine Gun -------- KEYS -------- ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1320,6 +1359,9 @@ NOTE for race_place: when the race starts after the qualifying, the player with -------- KEYS -------- target: this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn. target2: trigger all entities with this targetname when someone spawns +target3: trigger all entities with this targetname when someone spawns +target4: trigger all entities with this targetname when someone spawns +target_random: instead of triggering ALL matched entities, trigger ONE of them by random cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. race_place: 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 restriction: 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) @@ -1395,6 +1437,7 @@ target: trigger all entities with this targetname when starting the game target2: trigger all entities with this targetname when starting the game target3: trigger all entities with this targetname when starting the game target4: trigger all entities with this targetname when starting the game +target_random: instead of triggering ALL matched entities, trigger ONE of them by random wait: wait so many seconds before triggering */ @@ -1416,6 +1459,7 @@ the MinstaGib Nex. Always kills with one shot. -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1429,6 +1473,7 @@ the Port-O-Launch. Only can be shot once. Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces. -------- KEYS -------- respawntime: time till it respawns (default: 120) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1501,6 +1546,44 @@ target4: reference entity (can be used as $target4) ONLOAD: create a first entity on map load */ +/*QUAKED misc_breakablemodel (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH +This is a model which can be damaged. +Once all health is consumed it'll disappear and trigger the targeted entity/entities. +When triggered, it resets to full health, and unbreaks. +-------- KEYS -------- +model: file name of model to include +health: The damage this trigger can take +target: The entity/entities to be triggered once this entity gets invisible +targetname: The name other entities can use to target this entity +mdl: particle effect name to show when destroyed +count: particle effect multiplier +mdl_dead: optional replacement model to show when destroyed +debris: names of debris models to show when destroyed, separated by spaces +noise: sound to play when destroyed +dmg: damage to deal to the environment when destroyed +dmg_edge: edge damage to deal to the environment when destroyed +dmg_radius: damage radius +dmg_force: damage force +message: death message when a player gets hit by the explosion +message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE +debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE +debrisvelocity: initial velocity vector of the debris (static part) +debrisvelocityjitter: initial velocity vector of the debris (random part) +debrisavelocityjitter: initial angular velocity vector of the debris (random part) +debristime: time till the debris fades (average) +debristimejitter: time till the debris fades (random part) +debrisfadetime: how long debris takes to fade +debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions) +debrisskin: skin number of debris +respawntime: time till it respawns (default: no auto respawn) +respawntimejitter: respawn time randomization +/- seconds (default: 0) +-------- SPAWNFLAGS -------- +DISABLED: do not allow damaging this until it is first activated +INDICATE: indicate amount of damage already taken by coloring +NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +*/ + /*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH This is a brush model which can be damaged. Once all health is consumed it'll disappear and trigger the targeted entity/entities. @@ -1530,6 +1613,8 @@ debristimejitter: time till the debris fades (random part) debrisfadetime: how long debris takes to fade debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions) debrisskin: skin number of debris +respawntime: time till it respawns (default: no auto respawn) +respawntimejitter: respawn time randomization +/- seconds (default: 0) -------- SPAWNFLAGS -------- DISABLED: do not allow damaging this until it is first activated INDICATE: indicate amount of damage already taken by coloring @@ -1553,6 +1638,7 @@ the Heavy Laser Assault Cannon. -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1566,6 +1652,7 @@ the Mine Layer. -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1580,6 +1667,7 @@ the T.A.G. Seeker. -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1593,6 +1681,7 @@ the on-hand Grappling Hook. -------- KEYS -------- ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used) respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1609,11 +1698,12 @@ max_health: max health this trigger will give (default 200) noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound */ -/*QUAKED weapon_sniperrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING +/*QUAKED weapon_rifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING the Sniper Rifle. -------- KEYS -------- ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used) respawntime: time till it respawns (default: 30) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1670,6 +1760,7 @@ target: trigger all entities with this targetname when triggered target2: trigger all entities with this targetname when triggered target3: trigger all entities with this targetname when triggered target4: trigger all entities with this targetname when triggered +target_random: instead of triggering ALL matched entities, trigger ONE of them by random targetname: name that identifies this entity so it can be triggered delay: delay the triggering by the given time message: print this message to the player who activated the trigger @@ -1760,6 +1851,7 @@ Jetpack fuel -------- KEYS -------- ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1772,6 +1864,7 @@ modeldisabled="models/items/g_fuel.md3" Fuel regenerator -------- KEYS -------- respawntime: time till it respawns (default: 120) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1785,6 +1878,7 @@ Jetpack -------- KEYS -------- ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel_jetpack is used) respawntime: time till it respawns (default: 120) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1803,6 +1897,7 @@ target: all entities with a matching targetname will be triggered. target2: all entities with a matching targetname will be triggered. target3: all entities with a matching targetname will be triggered. target4: all entities with a matching targetname will be triggered. +target_random: instead of triggering ALL matched entities, trigger ONE of them by random -------- SPAWNFLAGS -------- IGNORE_SAY: do not respond to "say" messages IGNORE_TEAMSAY: do not respond to "say_team" messages @@ -1819,6 +1914,7 @@ the Fireball -------- KEYS -------- ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used) respawntime: time till it respawns (default: 15) +respawntimejitter: respawn time randomization +/- seconds (default: 0) team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. -------- SPAWNFLAGS -------- @@ -1827,7 +1923,7 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin modeldisabled="models/weapons/g_fireball.md3" */ -/*QUAKED trigger_warpzone (1 .5 1) ? +/*QUAKED trigger_warpzone (1 .5 1) ? WATCHMOVE A warp zone, i.e. seamlessly connecting two parts of the map. One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger. Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface. @@ -1835,13 +1931,16 @@ Should target a target_position, or be targeted by a misc_warpzone_position. Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker. -------- KEYS -------- target: must point to another trigger_warpzone, or... +targetname: must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or... +killtarget: should point to a target_position entity. target2: is triggered when a player ENTERS the warpzone (and warps away) target3: is triggered when a player LEAVES the warpzone (from the other warp zone to this one) target4: is triggered in both cases -targetname: must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or... -killtarget: should point to a target_position entity, or +target_random: instead of triggering ALL matched entities, trigger ONE of them by random warpzone_fadestart: start distance of fading out the warpzone warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all) +-------- SPAWNFLAGS -------- +WATCHMOVE: allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode */ /*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8) IGNORE_VISIBLE @@ -1861,7 +1960,7 @@ angles: must point perpendicular to the common/warpzone surface of the trigger_w origin: must be on the common/warpzone surface of the trigger_warpzone */ -/*QUAKED func_camera (1 .5 1) ? +/*QUAKED func_camera (1 .5 1) ? WATCHMOVE A camera, i.e. a surface that shows a view from another part of the map. One surface of this entity must have the common/camera shader, the others should be common/caulk. Must target a target_position that indicates the view to be shown (and whose angles also indicate the orientation of the view) @@ -1869,6 +1968,8 @@ Must target a target_position that indicates the view to be shown (and whose ang target: must point to a target_position warpzone_fadestart: start distance of fading out the warpzone warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all) +-------- SPAWNFLAGS -------- +WATCHMOVE: allow this entity to be moved by others, e.g. misc_follow in MOVETYPE_FOLLOW mode */ /*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8) START_OFF @@ -1973,3 +2074,256 @@ targetname: The name other entities can use to target this entity chmap: Map file to switch to, leave empty to make this entity just end the match gametype: Switch to this gametype. If empty, the same gametype stays */ +/*QUAKED turret_machinegun (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +Fast firing moderate damage bullet (hitscan) turret. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/mg.md3" +*/ + +/*QUAKED turret_plasma (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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" +*/ + +/*QUAKED turret_plasma_dual (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +basic energy cannon * 2 +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/plasma2.md3" +*/ + +/*QUAKED turret_flac (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/flac.md3" +*/ + +/*QUAKED turret_mlrs (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +6 unguided rockers fired in a rapid burst. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/mlrs.md3" +*/ + +/*QUAKED turret_hellion (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +2 guided moderate damage accelerating rockets +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/hellion.md3" +*/ + + +/*QUAKED turret_hk (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +Single powerful rocket with the ability to evade obstacles to find its target. Varied speed. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/hk.md3" +*/ + +/*QUAKED turret_tesla (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +Fires a lightning bolt that will jump to up to 10 targets if they are close enough to each other. Missiles included. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/tesla.md3" +*/ + +/*QUAKED turret_phaser (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +Constant beam weapon that will considerably slow its target down while dealing low but constant damage. +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +target: Defend the position of this entity +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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 -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3" +*/ + + +/*QUAKED turret_fusionreactor (1 0 0) (-32 -32 0) (32 32 50) - PILLAR +-------- KEYS -------- +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +team: 5=red, 14=blue +-------- SPAWNFLAGS -------- +PILLAR: 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" +*/ + +/*QUAKED turret_targettrigger (.5 .5 .5) ? +Used to feed turrets capable of it with remote target info. currently only turret_hk supports this. +*/ + + +/*QUAKED turret_walker (1 0 0) (-32 -32 0) (32 32 50) +-----------KEYS------------ +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +team: 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. + +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" +*/ + + +/*QUAKED turret_ewheel (1 0 0) (-32 -32 0) (32 32 50) +-----------KEYS------------ +turret_scale_damage: 2 = double damage, 0.5 = half +turret_scale_range: 2 = double range, 0.5 = half +turret_scale_refire: 2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) +turret_scale_ammo: 2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed +turret_scale_health: 2 = double health, 0.5 = half +team: 5=red, 14=blue +-----------SPAWNFLAGS----------- +---------NOTES---------- + +Small, agile and moveing turret. + +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" +*/ + + +/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32) +-----------KEYS------------ +target: .targetname of next wapoint in chain. +wait: 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. +*/ +/*QUAKED vehicle_racer (0 0 1) (-48 -48 0) (48 48 32) +Fast moving hover type vehicle, with low shiled & health. +Primary weapon is a rapid fire energy cannon, secondary lockable rockets. +-------- KEYS -------- +team: 5=red, 14=blue +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="models/vehicles-static/wakazachi.md3" +*/ + +/*QUAKED vehicle_spiderbot (0 0 1) (-48 -48 0) (48 48 32) +A slow moving 6 legged mech type vehile that has plenty of health and shiled. +Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot. +-------- KEYS -------- +team: 5=red, 14=blue +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="models/vehicles-static/spiderbot.md3" +*/ + +/*QUAKED vehicle_raptor (0 0 1) (-48 -48 0) (48 48 32) +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. +-------- KEYS -------- +team: 5=red, 14=blue +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +model="models/vehicles-static/raptor.md3" +*/