X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=66a0f3b9e1b918f9396ba09adc68f28e318d57e1;hb=c1989235281d65ad6fc59cf2fbe3129d8a4dab1d;hp=d6d6a6f27fadeeb5890ec4fd07b83bf1bda61a1e;hpb=fb4696434d65feb2b0c34465b6dfae7308ba1d21;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index d6d6a6f2..66a0f3b9 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -135,7 +135,7 @@ When a button is touched by a player, it moves in the direction set by the " -A conveyor. Solid brush version. Will run forever if it's not targeted. +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 @@ -145,7 +145,7 @@ A conveyor. Solid brush version. Will run forever if it's not targeted. -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 @@ -276,9 +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 -------- @@ -292,7 +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 @@ -315,7 +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 @@ -325,10 +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) @@ -339,6 +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 @@ -694,32 +697,6 @@ 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. @@ -1098,10 +1075,12 @@ 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 @@ -1555,7 +1534,7 @@ 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 @@ -1566,7 +1545,7 @@ A brush that emits particles. 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) @@ -1574,10 +1553,10 @@ 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. @@ -1586,6 +1565,30 @@ 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, 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 +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... let's only every second trigger event through -------- KEYS -------- @@ -2343,6 +2346,7 @@ This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half Activates all targets List of currently supported target ents: +trigger_conveyor trigger_hurt trigger_heal trigger_impulse @@ -2351,7 +2355,9 @@ trigger_teleport func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam -------- KEYS -------- trigger all entities with this targetname when triggered @@ -2361,6 +2367,7 @@ func_vectormamamam Deactivates all targets List of currently supported target ents: +trigger_conveyor trigger_hurt trigger_heal trigger_impulse @@ -2369,7 +2376,9 @@ trigger_teleport func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam -------- KEYS -------- trigger all entities with this targetname when triggered @@ -2379,6 +2388,7 @@ func_vectormamamam Toggles all targets de/active List of currently supported target ents: +trigger_conveyor trigger_hurt trigger_heal trigger_impulse @@ -2387,7 +2397,9 @@ trigger_teleport func_rotating func_bobbing func_button +func_conveyor func_fourier +func_pointparticles func_vectormamamam -------- KEYS -------- trigger all entities with this targetname when triggered