From f3e5809431f0a4798460a59dad067968a1addd4f Mon Sep 17 00:00:00 2001 From: Maik Merten Date: Sun, 6 Feb 2011 15:50:40 +0100 Subject: [PATCH] add platmovetype to affected entities --- scripts/entities.def | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/scripts/entities.def b/scripts/entities.def index 930dd39a..af135309 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -120,6 +120,7 @@ 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. 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). lip: lip remaining at end of move (default 4 units). health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. @@ -137,6 +138,7 @@ angle: determines the opening direction targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door. health: if set, door must be shot open speed: movement speed (100 default) +platmovetype: movement type (1 = linear, 2 = cosine [default]) wait: wait before returning (3 default, -1 = never return) lip: lip remaining at end of move (8 default) dmg: damage to inflict when blocked (when triggered and someone is in the way) @@ -180,6 +182,7 @@ NOSPLASH: if set, splash damage cannot activate the door, only direct damage can /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT 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 -------- +platmovetype: movement type (1 = linear, 2 = cosine [default]) wait: # of seconds before coming back key1: first entity key with one-line description key2: second entity key with one-line description @@ -222,6 +225,7 @@ grab a trigger brush and put it in front of the part that you want the player to Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. -------- KEYS -------- speed: determines how fast the plat moves (default 150). +platmovetype: movement type (1 = linear, 2 = cosine [default]) lip: lip remaining at end of move (default 16). Has no effect if "height" is set. height: if set, this will determine the total amount of vertical travel of the plat. dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked. @@ -282,6 +286,7 @@ 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 -------- speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner) +platmovetype: movement type (1 = linear, 2 = cosine [default]) target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts noise: path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). dmg: damage a player who gets crushed by it receives -- 2.39.2