X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=3c545f9a9fca6f368cc9b3d18c2463c70fefa2cb;hb=d7505b463267b4541cb10c1c9ef62ef1e706f9c5;hp=57c999ea25f7a302699025e2446c585fbb4a1de3;hpb=352fd415bce67dd913f2b98acc36177d22c5b38f;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index 57c999ea..3c545f9a 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -697,6 +697,35 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. + + +SILVER key. +-----------KEYS------------ +color of the key (default: '.9 .9 .9'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +Don't use this entity on new maps! Use item_key instead. + + + +GOLD key. +-----------KEYS------------ +color of the key (default: '1 .9 0'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +Don't use this entity on new maps! Use item_key instead. + + + + Instagib ammo. Always contains 5 (g_instagib_ammo_drop) shots. @@ -713,7 +742,7 @@ 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) @@ -1172,6 +1201,7 @@ After the counter has been triggered "count" times, it will fire all o 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 @@ -1233,6 +1263,7 @@ 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 @@ -1257,6 +1288,7 @@ 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 @@ -1414,7 +1446,7 @@ 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 * g_balance_vortex_respawntime_modifier) 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. @@ -1425,8 +1457,8 @@ 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) @@ -1455,7 +1487,7 @@ 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) @@ -1596,6 +1628,7 @@ Specialised version of func_pointparticles -------- 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) @@ -1668,9 +1701,9 @@ 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) @@ -1746,7 +1779,7 @@ $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" @@ -1760,7 +1793,7 @@ 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 @@ -1861,6 +1894,7 @@ 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. @@ -2012,6 +2046,7 @@ 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 @@ -2257,6 +2292,7 @@ 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 @@ -2513,7 +2549,7 @@ 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