X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;h=01e7b2894ba20b9132d6b0cca7c1ca95ccb69014;hp=be7e188bf112d1f24443b89cab584689dd86a954;hb=HEAD;hpb=20b281a68021bb9296ad7423660782b3a2f82bbf diff --git a/scripts/entities.ent b/scripts/entities.ent index be7e188b..0b0ed4c2 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -20,7 +20,7 @@ The targeted entity is preferably an info_null. The projection is a linear projection, and originates from the center of this entity (the start of the arrow line in Radiant) to the origin of the targeted entity (the end of the arrow line in Radiant). - + Domination control point In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -------- KEYS -------- @@ -36,7 +36,7 @@ zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3" Domination team. In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. +dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink". -------- KEYS -------- @@ -115,7 +115,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. +When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again. -------- KEYS -------- determines the direction in which the button will move (up = -1, down = -2). all entities with a matching targetname will be triggered. @@ -128,12 +128,14 @@ When a button is touched by a player, it moves in the direction set by the " number of seconds button stays pressed (default 1, -1 = return immediately). lip remaining at end of move (default 4 units). (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. +Noise that is played when the button is activated -------- SPAWNFLAGS -------- if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +if set, all the damage needs to be done in one hit (requires health to be set) -A conveyor. Solid brush version. +A conveyor. Solid brush version. Will run forever if it's not targeted. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it. -------- KEYS -------- if set, it can be turned on/off determines the opening direction @@ -143,17 +145,19 @@ A conveyor. Solid brush version. -A conveyor. Nonsolid trigger version. +A conveyor. Nonsolid trigger version. Use relay_activate, relay_deactivate or relay_activatetoggle to activate/deactivate it. -------- KEYS -------- if set, it can be turned on/off determines the opening direction movement speed (200 default) -------- SPAWNFLAGS -------- the conveyor is turned on if not triggered +-------- NOTES -------- +Almost the same as func_conveyor. -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. +Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. Can be locked with keys. If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors). -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set @@ -167,16 +171,17 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. lip remaining at end of move (8 default) damage to inflict when blocked (when triggered and someone is in the way) when 1, use default door sounds -sound when the door opens -sound when the door closes -keys required to open this door. +sound when the door is unlocked +sound when the door stops moving +sound when the door is moving +sound when the door can't be unlocked +keys required to open this door (1 for gold key, 2 for silver key, 3 for both) -------- SPAWNFLAGS -------- causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors). the door won't link with another door it touches -causes the door to open only if the activator holds a gold key (Q1 compatibility). -causes the door to open only if the activator holds a silver key (Q1 compatibility). causes the door to wait in both the start and end states for a trigger event. if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +crush players hit by the door instantly -------- NOTES -------- More information about keys can be found in item_key description. @@ -188,7 +193,7 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor. The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction must have set trigger_reverse to 1. -BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side. +BIDIR_IN_DOWN will prevent the door from reopening while closing if it is triggered from the other side. -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) @@ -199,8 +204,11 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge wait before returning (3 default, -1 = never return) damage to inflict when blocked (when triggered and someone is in the way) when 1, use default door sounds -sound when the door opens -sound when the door closes +sound when the door is unlocked +sound when the door stops moving +sound when the door is moving +sound when the door can't be unlocked +keys required to open this door (1 for gold key, 2 for silver key, 3 for both) -------- SPAWNFLAGS -------- causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors). the door won't link with another door it touches @@ -208,13 +216,18 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge if set, splash damage cannot activate the door, only direct damage can (requires health to be set) rotate around the X axis rotate around the Y axis +door can open in both directions +don't reopen the door while closing if it's triggered from the wrong side +crush players hit by the door instantly +-------- NOTES -------- +This entity is similar to func_door. Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does. -------- KEYS -------- movement type (1 = linear, 2 = cosine [default]) -# of seconds before coming back +time in seconds before coming back, -1 keeps the door open forever first entity key with one-line description second entity key with one-line description override WIDTH to move back (or height if going down) @@ -222,11 +235,11 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op damage to inflict when blocked (2 default) text to display when activating the door, or death message if dmg is set death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +when 1, use default door sounds sound when opening backwards or closing sound when opening sideways sound when stopping -------- SPAWNFLAGS -------- -only work once, then stay open 1st move is left of arrow 1st move is down from arrow never respond to shots @@ -235,7 +248,7 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. -To select the func_group, either select it from the Entity List window, or select a bruch belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. +To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Whole Entities. -------- Q3MAP2 KEYS -------- light map resolution factor Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. @@ -244,13 +257,13 @@ To select the func_group, either select it from the Entity List window, or selec -------- KEYS -------- if set, defines the label name for the func_group within the Entity List window. Path/name for the TGA file used to guide the mapping of textures on the terrain surface. -number of unique root shaders that will be use on the terrain. +number of unique root shaders that will be used on the terrain. Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. space separated list of height offsets for the index map -a ladder, need i say no more +a ladder, need I say no more grab a trigger brush and put it in front of the part that you want the player to climb @@ -263,9 +276,9 @@ Rising platform the player can ride to reach higher places. Plats must always be if set, this will determine the total amount of vertical travel of the plat. damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked. if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later. -2 for alternate sound set, -1 for silence, or use the fields below -platform starts moving sound -platform stop sound +2 for alternate sound set, 0 for silence, or use the fields below +platform starts moving sound +platform stop sound kill message, when someone gets killed by this plat death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -------- SPAWNFLAGS -------- @@ -279,7 +292,7 @@ This is an invisible area like a trigger, which rain falls inside of. -------- KEYS -------- falling direction (should be something like '0 0 -700', use the X and Y velocity for wind) sets color of rain in the Quake palette (default 12 - white) -adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000 +adjusts density, this many particles fall every second for a 1024x1024 area (on average), default is 2000 @@ -302,7 +315,7 @@ This is an invisible area like a trigger, which snow falls inside of. -------- KEYS -------- falling direction (should be something like '0 0 -300', use the X and Y velocity for wind) sets color of snow in the Quake palette (default 12 - white) -adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000 +adjusts density, this many particles fall every second for a 1024x1024 area (on average), default is 2000 @@ -312,10 +325,9 @@ Point entity with EF_STARDUST applied. This will spawn a particle cloud with mos Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates). At each node, the train's mins corner hits exactly the path_corner. -Trains always start on in the game. +Trains always start on mapstart unless NEEDACTIVATION is set. Trains do not damage the player when blocked. Trains cannot emit sound. -Trains are not trigger-able or toggle-able. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. -------- KEYS -------- default/initial speed of train (default 100 or overridden by speed value of targeted path_corner) @@ -326,6 +338,10 @@ Trains cannot be block-stopped just by getting in their way, the player must be interval to apply dmg to a player who is in the way death message when a player gets crushed death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +-------- SPAWNFLAGS -------- +don't use the direct path to the next target, instead create a curved path using the current path_corner's curvetarget +turn the train when it reaches a path_corner +train needs to be triggered to start @@ -433,8 +449,14 @@ Pink team's player spawning location, but there is no game mode to use this yet. when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn) - -Large Armor (default 100 armor points) + +Acts as a checkpoint to re-spawn at +-------- KEYS -------- +when targeted, this will set the activator's spawn point temporarily to this entity. It is reset upon re-spawn. + + + +Mega Armor (default 100 armor points) -------- KEYS -------- time till it respawns (default: 30) respawn time randomization +/- seconds (default: 0) @@ -448,7 +470,7 @@ Large Armor (default 100 armor points) modeldisabled="models/items/g_a25.md3" - + Big Armor (default 50 armor points) -------- KEYS -------- time till it respawns (default: 20) @@ -463,7 +485,7 @@ Big Armor (default 50 armor points) modeldisabled="models/items/g_a50.md3" - + Medium Armor (default 25 armor points) -------- KEYS -------- time till it respawns (default: 20) @@ -478,7 +500,7 @@ Medium Armor (default 25 armor points) modeldisabled="models/items/g_armormedium.md3" - + Small Armor (default 5 armor points) -------- KEYS -------- time till it respawns (default: 15) @@ -493,7 +515,7 @@ Small Armor (default 5 armor points) modeldisabled="models/items/g_a1.md3" - + Machine Gun ammo -------- KEYS -------- bullets gained by this item (if unset, g_pickup_nails is used) @@ -507,8 +529,8 @@ Machine Gun ammo modeldisabled="models/items/a_bullets.md3" - -Nex, Electro and Crylink ammo + +Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -588,7 +610,7 @@ Big Health (default 50 health points) modeldisabled="models/items/g_h50.md3" - + Medium Health (default 25 health points) -------- KEYS -------- time till it respawns (default: 15) @@ -603,7 +625,7 @@ Medium Health (default 25 health points) modeldisabled="models/items/g_h25.md3" - + Mega Health (default 100 health points) In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -619,7 +641,7 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_h100.md3" - + Small Health (default 5 health points) -------- KEYS -------- time till it respawns (default: 15) @@ -634,7 +656,7 @@ Small Health (default 5 health points) modeldisabled="models/items/g_h1.md3" - + Strong Shield In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -648,6 +670,32 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_invincible.md3" + +Faster movement and shooting +-------- KEYS -------- +time till it respawns (default: 120) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/items/g_invincible.md3" + + + +Low visibility +-------- KEYS -------- +time till it respawns (default: 120) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/items/g_invincible.md3" + + A key entity. The itemkeys should contain one of the following key IDs: @@ -675,6 +723,7 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. + SILVER key. -----------KEYS------------ @@ -701,10 +750,12 @@ GOLD key. Don't use this entity on new maps! Use item_key instead. - + + + Instagib ammo. Always contains 5 (g_instagib_ammo_drop) shots. -It only appears when playing Instagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used. +It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used. -------- KEYS -------- time till it respawns (default: 45) respawn time randomization +/- seconds (default: 0) @@ -716,8 +767,8 @@ It only appears when playing Instagib and prevents auto-replacement of weapon_ne modeldisabled="models/items/a_cells.md3" - -Rocket Launcher, Hagar and Mortar ammo + +Devastator, Hagar and Mortar ammo -------- KEYS -------- rockets gained by this item (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -730,7 +781,7 @@ Rocket Launcher, Hagar and Mortar ammo modeldisabled="models/items/a_rockets.md3" - + Shotgun ammo -------- KEYS -------- shells gained by this item (if unset, g_pickup_shells is used) @@ -744,7 +795,7 @@ Shotgun ammo modeldisabled="models/items/a_shells.md3" - + Strength aka Quad damage In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -802,14 +853,14 @@ 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) @@ -819,7 +870,7 @@ 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. @@ -872,7 +923,7 @@ The keys below actually apply to most engine-loaded model entities as they are e file name of the second LOD model replacement when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign. @@ -899,7 +950,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -931,7 +982,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -961,7 +1012,7 @@ Is non-solid by default. vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- SPAWNFLAGS -------- @@ -1015,7 +1066,7 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -1079,10 +1130,12 @@ 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 +choose a random next corner from the list of all path_corners with targetname specified in "target" 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 +-------- SPAWNFLAGS -------- +train needs to be triggered to move to this corner @@ -1143,7 +1196,6 @@ 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) @@ -1156,9 +1208,9 @@ Monster spawnpoint for Invasion team that the monster will join if teamplay (5 = red, 14 = blue, etc) - + 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 @@ -1168,12 +1220,14 @@ 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) + Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay). -------- KEYS -------- delay the triggering by the given time +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered print this message to the player who activated the trigger @@ -1190,7 +1244,7 @@ Has the useful effect of automatically returning flags, keys and runes when they team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe) -------- SPAWNFLAGS -------- -the team that owns this will NOT jump when touching this +the team that owns this will NOT get hurt when touching this @@ -1204,6 +1258,8 @@ 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) @@ -1233,6 +1289,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered @@ -1245,7 +1302,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger) -------- SPAWNFLAGS -------- the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead) -the trigger responds to all entities, not just players (useful for targetting trigger_items) +the trigger responds to all entities, not just players (useful for targeting trigger_items) the team that owns the trigger will NOT trigger when touching this if set, splash damage cannot activate the door, only direct damage can (requires health to be set) @@ -1257,6 +1314,7 @@ Basically, it's a use-once trigger_multiple. amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered delay the triggering by the given time @@ -1276,13 +1334,14 @@ 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) -when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. +team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can jump) +when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. -------- SPAWNFLAGS -------- -the team that owns the teleporter will NOT jump when touching this +the team that owns the jump pad will NOT jump when touching this +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior @@ -1335,10 +1394,12 @@ Note that in Xonotic, teleporters preserve momentum of the player using them. 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 -------- +if set, only observers can use this teleporter +if set, ignores g_teleport_maxspeed the team that owns the teleporter will NOT teleport when touching this - + the Crylink -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1352,7 +1413,7 @@ the Crylink modeldisabled="models/weapons/g_crylink.md3" - + the Electro -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1366,7 +1427,7 @@ the Electro modeldisabled="models/weapons/g_electro.md3" - + the Mortar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1380,7 +1441,7 @@ the Mortar modeldisabled="models/weapons/g_gl.md3" - + the Hagar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1394,9 +1455,9 @@ the Hagar modeldisabled="models/weapons/g_hagar.md3" - -the Laser. Note that unless you use - settemp_for_type all g_start_weapon_laser 0 + +the Blaster. Note that unless you use + settemp_for_type all g_balance_blaster_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- time till it respawns (default: 15) @@ -1409,12 +1470,12 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_laser.md3" - -the Nex -In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. + +the Vortex +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) -time till it respawns (default: 15 * g_balance_nex_respawntime_modifier) +time till it respawns (default: 15) respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. @@ -1424,9 +1485,9 @@ In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells modeldisabled="models/weapons/g_nex.md3" - -the Rocket Launcher -In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. + +the Devastator +In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) time till it respawns (default: 15) @@ -1439,9 +1500,9 @@ In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells modeldisabled="models/weapons/g_rl.md3" - + the Shotgun. Note that unless you use - settemp_for_type all g_start_weapon_shotgun 0 + settemp_for_type all g_balance_shotgun_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- initial shells of the weapon (if unset, g_pickup_shells is used) @@ -1455,7 +1516,7 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_shotgun.md3" - + the Machine Gun -------- KEYS -------- initial bullets of the weapon (if unset, g_pickup_nails is used) @@ -1469,6 +1530,20 @@ the Machine Gun modeldisabled="models/weapons/g_uzi.md3" + +the Arc (experimental weapon) +-------- KEYS -------- +initial cells of the weapon (if unset, g_pickup_cells is used) +time till it respawns (default: 15) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/weapons/g_arc.md3" + + The world. If you see this, the currently selected brush is not of an entity. @@ -1523,7 +1598,7 @@ A penalty trigger. Race spawn point. -NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. +NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. -------- 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 @@ -1536,18 +1611,18 @@ NOTE for race_place: when the race starts after the qualifying, the player with -A brush that emits particles. +A brush that emits particles. Can be (de)activated with relays. -------- KEYS -------- particle effect name from effectinfo.txt when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block particle direction and speed extra velocity jitter amount particle count multiplier (per spawned particle) -when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity sound to play when the particle is emitted distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) volume of the sound -name to target this (then its state is toggled) +name to target this (use relays) emitter class from the BGM script attack time of the effect strength (0 to 3.9) decay time of the effect strength (0 to 3.9) @@ -1555,10 +1630,10 @@ A brush that emits particles. release time of the effect strength (0 to 3.9) -------- SPAWNFLAGS -------- when targeted, the particle emitter will start switched on -only send the full amount of impulse particles when the entity is triggered +only send the full amount of impulse particles when the entity is toggled on/off only emit particles if the emitter brush is in the current PVS -------- NOTES -------- -Use trigger_monoflop if you want the particles to turn off for a while, then turn back on. +Use trigger_monoflop and relay_activatetoggle if you want the particles to turn off for a while, then turn back on. A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form <emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on> e.g. @@ -1567,11 +1642,36 @@ e.g. The lines MUST be sorted by emitter class as primary key, and by the time since start of the BGM as secondary key. + +A brush that emits sparks. Can be (de)activated with relays. +-------- KEYS -------- +extra velocity jitter amount +number of particles to emit per second (min 0.5, default 2.5) +particle count multiplier (per spawned particle) +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity +sound to play when the particle is emitted +distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) +volume of the sound +name to target this (use relays) +emitter class from the BGM script +attack time of the effect strength (0 to 3.9) +decay time of the effect strength (0 to 3.9) +sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain) +release time of the effect strength (0 to 3.9) +-------- SPAWNFLAGS -------- +when targeted, the particle emitter will start switched on +only send the full amount of impulse particles when the entity is toggled on/off +only emit particles if the emitter brush is in the current PVS +-------- NOTES -------- +Specialised version of func_pointparticles + + -"Flip-flop" trigger gate... lets only every second trigger event through +"Flip-flop" trigger gate... let's only every second trigger event through -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- assume it is already turned on (so the first event is NOT passed through) @@ -1609,6 +1709,34 @@ Triggers once when the game starts, then no longer does anything. wait so many seconds before triggering + +A brush that when entered changes the player's view to a position between target and target2, useful for side-scrolling stages +-------- KEYS -------- +should point to a target_viewlocation_start entity +should point to a target_viewlocation_end entity +-------- SPAWNFLAGS -------- +allow regular aiming and movement while forcing the camera between the viewlocation points +show a crosshair on screen and allow 2d aiming instead of only forward +allow moving up and down as well in side-scrolling mode, useful for brawlers +follow the player when they leave the trigger's start and end boundaries +don't use the camera's angles for the view +hard snap changes the angle as soon as it crosses over the nearest 90 degree mark +unlock the camera's view to allow up and down angles (useful for top-down view camera) +avoid snapping the view angles unless absolutely necessary + + + +Starting position for the area of viewing in a view location area, viewing position is bounded between this and a target_viewlocation_end +-------- KEYS -------- +the trigger_viewlocation should point its target to this. + + + +Ending position for the view location area, should be higher up but on the same plane as the target_viewlocation_start +-------- KEYS -------- +the trigger_viewlocation should point its target2 to this. + + Makes one entity follow another. Will not work with all entities. -------- KEYS -------- @@ -1621,9 +1749,9 @@ Makes one entity follow another. Will not work with all entities. do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH. - + Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise. -the InstaGib Nex. Always kills with one shot. +the InstaGib Vortex. Always kills with one shot. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -1636,7 +1764,7 @@ the InstaGib Nex. Always kills with one shot. modeldisabled="models/weapons/g_minstanex.md3" - + 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 -------- @@ -1656,7 +1784,7 @@ For the number fields, not specifying a value means not changing it. To clear ar You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it). -------- KEYS -------- used to trigger this -space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") +space separated list of items (either weapon short names or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") message to print amount of shells amount of bullets @@ -1673,6 +1801,20 @@ 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: @@ -1685,7 +1827,7 @@ $E.field $E.field+offset $E.field+offset+randomoffset where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher. -Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this: +Example is a Mario-style question mark block which could throw a new weapon_vortex when activated like this: { "classname" "func_button" "angle" "-1" @@ -1699,7 +1841,7 @@ Example is a Mario-style question mark block which could throw a new weapon_nex "classname" "target_spawn" "origin" "0 0 448" "targetname" "makenex" -"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" +"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_vortex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3" } -------- KEYS -------- used to trigger this @@ -1714,8 +1856,8 @@ Example is a Mario-style question mark block which could throw a new weapon_nex create a first entity on map load - -This is a model which can be damaged. + +This is a model which can be damaged (the model is used for collisions in-game, not the bbox). Once all health is consumed it'll disappear and trigger the targeted entity/entities. When triggered, it resets to full health, and unbreaks. -------- KEYS -------- @@ -1750,8 +1892,8 @@ When triggered, it resets to full health, and unbreaks. -------- SPAWNFLAGS -------- do not allow damaging this until it is first activated indicate amount of damage already taken by coloring -if set, splash damage cannot activate the door, only direct damage can (requires health to be set) - +if set, splash damage has no effect, only direct damage has (requires health to be set) + This is a brush model which can be damaged. @@ -1788,7 +1930,8 @@ When triggered, it resets to full health, and unbreaks. -------- SPAWNFLAGS -------- do not allow damaging this until it is first activated indicate amount of damage already taken by coloring -if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +don't take damage (needs to be triggered to 'explode', then triggered again to restore) +if set, only direct hits do damage (requires health to be set) @@ -1799,11 +1942,12 @@ Relays the trigger event if a cvar is set to a specified value. The name of the cvar to check The value of the cvar to check The count of entities that must be found +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- trigger if the cvar does NOT match the value. - + the Heavy Laser Assault Cannon. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1817,7 +1961,7 @@ the Heavy Laser Assault Cannon. modeldisabled="models/weapons/g_hlac.md3" - + the Mine Layer. -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1831,7 +1975,7 @@ the Mine Layer. modeldisabled="models/weapons/g_minelayer.md3" - + Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise. the T.A.G. Seeker. -------- KEYS -------- @@ -1846,7 +1990,7 @@ the T.A.G. Seeker. modeldisabled="models/weapons/g_seeker.md3" - + the on-hand Grappling Hook. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) @@ -1863,12 +2007,26 @@ 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 -------- initial bullets of the weapon (if unset, g_pickup_nails is used) @@ -1936,6 +2094,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th print this message to the player who activated the trigger remove all entities with this targetname when triggered 5 for red, 14 for blue, 13 for yellow, 10 for pink team +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- also relay events if the activator has no team set only relay the event if this entity has the matching team @@ -1965,7 +2124,7 @@ Mage. Master of dark magic Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1987,7 +2146,7 @@ Shambler. Summons lightning bolts with its large meat cleaving claws Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2010,7 +2169,7 @@ Spider. Freezing ice or burning fire web, both lead to an 8-legged grave Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2032,7 +2191,7 @@ Wyvern. Flies around shooting fireballs Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2054,7 +2213,7 @@ Braaaiins! Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2119,7 +2278,7 @@ The soccer type Nexball. -The basket ball type Nexball. +The basketball type Nexball. -------- KEYS -------- set this if you want to use your own model if you're using your own model, change this to scale it to 32*32*32 @@ -2181,6 +2340,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. instead of triggering ALL matched entities, trigger ONE of them by random if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match. +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -2190,11 +2350,11 @@ Triggers targets when a given magic word has been said also perform the replacement when outside the radius (to hide the "secret word") even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters) do not decolorize the input string before matching -the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. +the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. the note pitch must be accurate and cannot be transposed - + the Fireball -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -2268,13 +2428,11 @@ When targetname is not set, this is the default track of the map. fade-in time fade-out time when set, the music created by this target is switched back to the default one when this time expires --------- SPAWNFLAGS -------- -the trigger is off initially Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music). -When triggered, its effect is turned off until triggered again. +Can be controlled with relay_activate, relay_deactivate and relay_activatetoggle. -------- KEYS -------- The name other entities can use to target this entity the music to play (as full sound file name) @@ -2287,29 +2445,39 @@ 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). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity. +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 grazity 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_music trigger_push +trigger_push_velocity trigger_teleport +target_heal +target_kill +target_speed func_rotating func_bobbing func_button +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 @@ -2318,16 +2486,26 @@ func_vectormamamam Deactivates all targets List of currently supported target ents: +trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push +trigger_push_velocity trigger_teleport +target_heal +target_kill +target_speed func_rotating func_bobbing func_button +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 @@ -2336,16 +2514,26 @@ func_vectormamamam Toggles all targets de/active List of currently supported target ents: +trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push +trigger_push_velocity trigger_teleport +target_heal +target_kill +target_speed func_rotating func_bobbing func_button +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 @@ -2358,7 +2546,11 @@ 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 -------- @@ -2411,7 +2603,7 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/plasma2.md3" -Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise. +Only kills missiles, rockets, mortar & electro secondaries to be precise. -------- KEYS -------- 2 = double damage, 0.5 = half 2 = double range, 0.5 = half @@ -2536,12 +2728,12 @@ Used to feed turrets capable of it with remote target info. currently only turre -A nasty mechanical critter that will engage longrange targets with missiles, midrange with its minigun and melee things up close and personal. +A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half 5=red, 14=blue, 13=yellow, 10=pink @@ -2551,12 +2743,12 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3" -Small, agile and moveing turret. +Small, agile and moving turret. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half 5=red, 14=blue, 13=yellow, 10=pink @@ -2568,10 +2760,10 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" Checkpoint that units can patrol to -----------KEYS------------ -targetname of next wapoint in chain. +targetname of next waypoint in chain. Pause at this point # seconds. ---------NOTES---------- -If a loop of targets is formed, any unit entering this loop will patrol it indefinitly. +If a loop of targets is formed, any unit entering this loop will patrol it indefinitely. If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached. @@ -2595,7 +2787,7 @@ model="models/vehicles-static/spiderbot.md3" The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded. -Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time. +Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time. Secondary is a pair of very powerful clusterbombs. -------- KEYS -------- 5=red, 14=blue, 13=yellow, 10=pink @@ -2610,4 +2802,52 @@ Secondary matches primary, but the vehicle can hold 2 extra players who act as g -------- KEYS -------- 5=red, 14=blue, 13=yellow, 10=pink + + +This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it. +-------- KEYS -------- +this points to the target_position to which the player will jump. +XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity. +Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity. +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 jump) +when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. +-------- SPAWNFLAGS -------- +if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component. +if set, trigger will add to the player's horizontal velocity, otherwise it sets the player's horizontal velocity. +if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component. +if set, trigger will add to the player's vertical velocity, otherwise it sets the player's vertical velocity. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to horizontal direction. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to vertical direction. +if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction. +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior +-------- NOTES -------- +To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity. + + + +Sets the speed of the player. +If ADD is speficied, negative values will reduce the speed. +-------- KEYS -------- +Activating trigger points to this. +Speed value to set (default: 100). A value of 0 will be interpreted as such and not as the default value. +-------- SPAWNFLAGS -------- +value is treated as percentage of current speed +adds the speed instead of setting it +takes positive X-direction into account +takes negative X-direction into account +takes positive Y-direction into account +takes negative Y-direction into account +takes positive Z-direction (up) into account +takes negative Z-direction (down) into account +will accelerate the player into the given direction (spawnflags) +-------- NOTES -------- +If LAUNCHER isn't specified the player will only be accelerated if he is moving +while the target_speed is triggered, as the player needs a moving direction and this is +only given when he moves. LAUNCHER will split the given speed value to the given +directions. Note that only one of the spawnflags for each coordinate must be set. For +example if +X and -X is active the x-direction will be ignored. The same is the case +if whether +X nor -X is active. So if you want to accelerate the player up with 900u +you have to set the speed value to 900 and activate the spawnflags +Z and LAUNCHER. +