From: Rudolf Polzer Date: Sat, 19 Nov 2011 16:42:56 +0000 (+0100) Subject: TUBA spawnflag for trigger_magicear X-Git-Tag: xonotic-v0.6.0~60 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=commitdiff_plain;h=b8a542c698fa509f81d37673fa52748fa9dc89b7;hp=29a821c02cd5c89e884b224808e1b455faf5dd42 TUBA spawnflag for trigger_magicear --- diff --git a/scripts/entities.def b/scripts/entities.def index 040595af..f39ecd4d 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -835,8 +835,8 @@ _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on en _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. _clonename: template name so one can clone from it -min: override automatically found minimum coordinate bounds -max: override automatically found maximum coordinate bounds +mins: override automatically found minimum coordinate bounds +maxs: override automatically found maximum coordinate bounds targetname: if targeted by a misc_model, its brushes get inserted into this _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. */ @@ -867,8 +867,8 @@ _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on en _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. _clonename: template name so one can clone from it -min: override automatically found minimum coordinate bounds -max: override automatically found maximum coordinate bounds +mins: override automatically found minimum coordinate bounds +maxs: override automatically found maximum coordinate bounds targetname: if targeted by a misc_model, its brushes get inserted into this _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. */ @@ -920,8 +920,8 @@ _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on en _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. _clonename: template name so one can clone from it -min: override automatically found minimum coordinate bounds -max: override automatically found maximum coordinate bounds +mins: override automatically found minimum coordinate bounds +maxs: override automatically found maximum coordinate bounds targetname: if targeted by a misc_model, its brushes get inserted into this _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. */ @@ -951,8 +951,8 @@ _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on en _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. _clonename: template name so one can clone from it -min: override automatically found minimum coordinate bounds -max: override automatically found maximum coordinate bounds +mins: override automatically found minimum coordinate bounds +maxs: override automatically found maximum coordinate bounds targetname: if targeted by a misc_model, its brushes get inserted into this _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. */ @@ -1979,7 +1979,7 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin modeldisabled="models/items/g_jetpack.md3" */ -/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE +/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE TUBA Triggers targets when a given magic word has been said -------- KEYS -------- message: message to wait for (can start or end with * for wildcards) @@ -1990,6 +1990,7 @@ 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 +movedir: if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match. -------- SPAWNFLAGS -------- IGNORE_SAY: do not respond to "say" messages IGNORE_TEAMSAY: do not respond to "say_team" messages @@ -1999,6 +2000,8 @@ REPLACE_WHOLE_MESSAGE: replace the whole message by netname, or drop the message REPLACE_OUTSIDE: also perform the replacement when outside the radius (to hide the "secret word") CONTINUE: even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters) NODECOLORIZE: do not decolorize the input string before matching +TUBA: 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. +TUBA_EXACTPITCH: the note pitch must be accurate and cannot be transposed */ /*QUAKED weapon_fireball (1 0 .5) (-30 -30 0) (30 30 32) FLOATING