X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=db56802275db593d0cc668682bb9628ed0536480;hb=7e104c08c3f5c46707921ee5f0a32e764279520b;hp=73ddc17aad154b69d7b6de9846d48adb6a7a932a;hpb=a2be1e14f9b34fc52a7ab743816cb6f8e5d606ea;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index 73ddc17a..db568022 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -530,7 +530,7 @@ modeldisabled="models/items/a_bullets.md3" -Nex, Electro and Crylink ammo +Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) time till it respawns (default: 15) @@ -656,7 +656,7 @@ Small Health (default 5 health points) modeldisabled="models/items/g_h1.md3" - + Strong Shield In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120. -------- KEYS -------- @@ -697,10 +697,39 @@ 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. -It only appears when playing Instagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used. +It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used. -------- KEYS -------- time till it respawns (default: 45) respawn time randomization +/- seconds (default: 0) @@ -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) @@ -805,7 +834,7 @@ Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSID color of the laser beam (default: red, that is, 1 0 0) damage inflicted by the beam per second, or -1 for an instant-death ray name to target this (then its state is toggled) -when set, makes a dark laser of the given strength; may be combined with colormod +when set, makes a dark laser of the given strength; may be combined with beam_color scales the beam thickness (default 1) scales the dynamic light radius at the endpoint (default 1, -1 to turn off) team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) @@ -1141,7 +1170,6 @@ The sound name may also be of the form *soundname, and in that case the respecti -------- SPAWNFLAGS -------- the sound is looped and initially plays (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. the sound is looped and initially does not play (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger. -the sound plays with no attenuation (same as setting atten to -1) the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF) @@ -1156,7 +1184,7 @@ Monster spawnpoint for Invasion Acts as an intermediary for an action that takes multiple inputs. -After the counter has been triggered "count" times, it will fire all of its targets and remove itself. +After the counter has been triggered "count" times, it will fire all of its targets. -------- KEYS -------- how many times this needs to be triggered to activate its targets trigger all entities with this targetname when triggered @@ -1166,6 +1194,7 @@ After the counter has been triggered "count" times, it will fire all o remove all entities with this targetname when triggered -------- SPAWNFLAGS -------- don't print a "2 more to go..."-like message when triggered +fire at every count (behaves like trigger_multiple with limited shots) @@ -1202,6 +1231,8 @@ Can be used in two ways: "wind field": points to the target_position to which the player will get pushed. "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor. "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside) +-------- SPAWNFLAGS -------- +treat strength as a target value for speed in the desired direction (directional mode only) @@ -1274,7 +1305,7 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * -------- KEYS -------- point the player will fly to when using the jump pad (use a target_position here) if height is 0, the (player's origin at the) apex of the jump will be at the target; otherwise, the apex will be abs(height) above the higher point of player's origin and the target; if positive, the apex will be reached in the jump from initial origin to target -when target is not set, direction vector to push to +when target is not set, direction vector to push to, this * speed * 10 is the velocity to be reached. speed of jump pad (default: 1000) sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport) @@ -1364,7 +1395,7 @@ the Electro modeldisabled="models/weapons/g_electro.md3" - + the Mortar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1407,12 +1438,12 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u modeldisabled="models/weapons/g_laser.md3" - -the Nex -In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed. + +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. @@ -1422,9 +1453,9 @@ In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells 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) @@ -1453,7 +1484,7 @@ 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) @@ -1541,7 +1572,7 @@ A brush that emits particles. Can be (de)activated with relays. particle direction and speed extra velocity jitter amount 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 +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity 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 @@ -1571,7 +1602,7 @@ A brush that emits sparks. Can be (de)activated with relays. 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 +when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity 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 @@ -1666,9 +1697,9 @@ 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) @@ -1718,6 +1749,20 @@ You may want to target this by a race checkpoint, a teleporter, or a trigger_mul the items listed will get removed from the player + +Kills whoever activates this target +-------- KEYS -------- +used to trigger this +message to print + + + +CAMPAIGN ONLY!!!! Warp to another campaign level +-------- KEYS -------- +used to trigger this +index of the campaign level to warp to (starting from 1), 0 for next level + + Spawns or modifies an entity when triggered. The entity field list is a single string of the form: @@ -1730,7 +1775,7 @@ $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" @@ -1744,7 +1789,7 @@ 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 @@ -1909,11 +1954,25 @@ modeldisabled="models/weapons/g_hookgun.md3" Any object touching this will be healed. -------- KEYS -------- -health to give per second (default 10) +health to give per heal (default 10) max health this trigger will give (default 200) +delay between the heals in seconds (default 1) sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +play the sound even if the player is fully healed + +Target version of trigger_heal. Heals the activator. +-------- KEYS -------- +health to give per heal (default 10) +max health this target will give (default 200) +delay between the heals in seconds (default 1) +sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound +-------- SPAWNFLAGS -------- +play the sound even if the player is fully healed + + the Sniper Rifle. -------- KEYS -------- @@ -2314,13 +2373,11 @@ When targetname is not set, this is the default track of the map. fade-in time fade-out time when set, the music created by this target is switched back to the default one when this time expires --------- SPAWNFLAGS -------- -the trigger is off initially Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music). -When triggered, its effect is turned off until triggered again. +Can be controlled with relay_activate, relay_deactivate and relay_activatetoggle. -------- KEYS -------- The name other entities can use to target this entity the music to play (as full sound file name) @@ -2335,23 +2392,27 @@ When triggered, its effect is turned off until triggered again. An area where gravity differs from the rest of the map. This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity. -------- KEYS -------- -gravity offset in this area, defaults to 0 if not set +gravity multiplier in this area, defaults to 0 if not set sound to play when an entity enters the gravity zone, leave empty to disable -you can use this to target the gravity zone with a trigger, which will toggle it when activated +you can use this to target the gravity zone with a relay to (de)activate the gravity multiplier -------- SPAWNFLAGS -------- entities keep their gravity after leaving the gravity zone -when targeted, the gravity zone starts off and is enabled upon triggering +when targeted, the gravity zone starts disabled Activates all targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2369,11 +2430,15 @@ misc_laser Deactivates all targets List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2391,11 +2456,15 @@ misc_laser Toggles all targets de/active List of currently supported target ents: trigger_conveyor +trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport +target_heal +target_kill func_rotating func_bobbing func_button @@ -2416,7 +2485,11 @@ When no chmap key is set, the entity just ends the match when triggered. The pla The name other entities can use to target this entity Map file to switch to, leave empty to make this entity just end the match Switch to this gametype. If empty, the same gametype stays +fraction of players (excludes bots) that need to trigger this entity to change the level when MULTIPLAYER is set (default: 0.7) +-------- SPAWNFLAGS -------- +makes this entity only change level when a fraction of the players triggered it + Fast firing moderate damage bullet (hitscan) turret. -------- KEYS -------- @@ -2469,7 +2542,7 @@ 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