X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=8b390327b19b0855842dfbc9ecec187e7befc973;hb=8cd261558db4b80c3fba2cf58ba25c58617df98a;hp=c3c83d16f5494b0a86ef261030a0e8161510bfb9;hpb=6b609484c4af0e5a064f87595675808e2ac67643;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index c3c83d16..8b390327 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -248,7 +248,7 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. -To select the func_group, either select it from the Entity List window, or select a bruch belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. +To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. -------- Q3MAP2 KEYS -------- light map resolution factor Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. @@ -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) @@ -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 @@ -1202,6 +1232,8 @@ 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) @@ -1231,6 +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 @@ -1255,6 +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 @@ -1274,7 +1308,7 @@ 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 +1398,7 @@ the Electro modeldisabled="models/weapons/g_electro.md3" - + the Mortar -------- KEYS -------- initial rockets of the weapon (if unset, g_pickup_rockets is used) @@ -1392,9 +1426,9 @@ the Hagar modeldisabled="models/weapons/g_hagar.md3" - -the Laser. Note that unless you use - settemp_for_type all g_start_weapon_laser 0 + +the Blaster. Note that unless you use + settemp_for_type all g_balance_blaster_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- time till it respawns (default: 15) @@ -1407,12 +1441,12 @@ 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 +1456,9 @@ 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) @@ -1439,7 +1473,7 @@ modeldisabled="models/weapons/g_rl.md3" the Shotgun. Note that unless you use - settemp_for_type all g_start_weapon_shotgun 0 + settemp_for_type all g_balance_shotgun_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- initial shells of the weapon (if unset, g_pickup_shells is used) @@ -1453,7 +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) @@ -1541,7 +1575,7 @@ 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 +1605,7 @@ 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 @@ -1594,6 +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) @@ -1666,9 +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) @@ -1701,7 +1736,7 @@ For the number fields, not specifying a value means not changing it. To clear ar You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it). -------- KEYS -------- used to trigger this -space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") +space separated list of items (either weapon short names or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") message to print amount of shells amount of bullets @@ -1744,7 +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" @@ -1758,7 +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 @@ -1859,6 +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. @@ -1931,7 +1967,7 @@ Any object touching this will be healed. 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) @@ -2010,6 +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 @@ -2255,6 +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 @@ -2342,13 +2380,11 @@ 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) @@ -2379,6 +2415,7 @@ trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport target_heal @@ -2404,6 +2441,7 @@ trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport target_heal @@ -2429,6 +2467,7 @@ trigger_gravity trigger_hurt trigger_heal trigger_impulse +trigger_music trigger_push trigger_teleport target_heal @@ -2510,7 +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