From: Rudolf Polzer Date: Wed, 8 Jun 2011 08:59:20 +0000 (+0200) Subject: entities.def update for target_random X-Git-Tag: xonotic-v0.5.0~98^2~13 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=commitdiff_plain;h=b545e4e0bf59e3d9676a3c32783cd397a3842b6a entities.def update for target_random --- diff --git a/scripts/entities.def b/scripts/entities.def index 77dfd517..5b726796 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) */ @@ -900,6 +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 @@ -941,6 +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 @@ -966,6 +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) @@ -975,6 +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. */ @@ -1072,6 +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 @@ -1128,6 +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 @@ -1150,6 +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 -------- @@ -1345,6 +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) @@ -1420,6 +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 */ @@ -1742,6 +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 @@ -1878,6 +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 @@ -1914,6 +1934,7 @@ target: must point to another trigger_warpzone, or... 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 +target_random: instead of triggering ALL matched entities, trigger ONE of them by random 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 warpzone_fadestart: start distance of fading out the warpzone