X-Git-Url: https://git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fentities.ent;fp=scripts%2Fentities.ent;h=b64b3b7f6f8e0ac2ebc63e24c8d1b2121a890f51;hp=2e8586d2c3232439f8938cdda1044a5810b756bd;hb=fc966b2ace6a12f71e4062abdba642d19691f2b9;hpb=ab6c89d1a0cd710683a249c57c8f94e850e4ee96
diff --git a/scripts/entities.ent b/scripts/entities.ent
index 2e8586d2..b64b3b7f 100644
--- a/scripts/entities.ent
+++ b/scripts/entities.ent
@@ -1341,6 +1341,7 @@ Quake "movedir/speed" way: player will get velocity movedir * speed *
when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator.
-------- SPAWNFLAGS --------
the team that owns the jump pad will NOT jump when touching this
+push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior
@@ -1393,6 +1394,8 @@ Note that in Xonotic, teleporters preserve momentum of the player using them.
team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)
when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
-------- SPAWNFLAGS --------
+if set, only observers can use this teleporter
+if set, ignores g_teleport_maxspeed
the team that owns the teleporter will NOT teleport when touching this
@@ -2462,9 +2465,11 @@ trigger_heal
trigger_impulse
trigger_music
trigger_push
+trigger_push_velocity
trigger_teleport
target_heal
target_kill
+target_speed
func_rotating
func_bobbing
func_button
@@ -2488,9 +2493,11 @@ trigger_heal
trigger_impulse
trigger_music
trigger_push
+trigger_push_velocity
trigger_teleport
target_heal
target_kill
+target_speed
func_rotating
func_bobbing
func_button
@@ -2514,9 +2521,11 @@ trigger_heal
trigger_impulse
trigger_music
trigger_push
+trigger_push_velocity
trigger_teleport
target_heal
target_kill
+target_speed
func_rotating
func_bobbing
func_button
@@ -2793,4 +2802,52 @@ Secondary matches primary, but the vehicle can hold 2 extra players who act as g
-------- KEYS --------
5=red, 14=blue, 13=yellow, 10=pink
+
+
+This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it.
+-------- KEYS --------
+this points to the target_position to which the player will jump.
+XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity.
+Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity.
+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 jump)
+when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator.
+-------- SPAWNFLAGS --------
+if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component.
+if set, trigger will add to the player's horizontal velocity, otherwise it sets the player's horizontal velocity.
+if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component.
+if set, trigger will add to the player's vertical velocity, otherwise it sets the player's vertical velocity.
+if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to horizontal direction.
+if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to vertical direction.
+if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction.
+push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior
+-------- NOTES --------
+To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.
+
+
+
+Sets the speed of the player.
+If ADD is speficied, negative values will reduce the speed.
+-------- KEYS --------
+Activating trigger points to this.
+Speed value to set (default: 100). A value of 0 will be interpreted as such and not as the default value.
+-------- SPAWNFLAGS --------
+value is treated as percentage of current speed
+adds the speed instead of setting it
+takes positive X-direction into account
+takes negative X-direction into account
+takes positive Y-direction into account
+takes negative Y-direction into account
+takes positive Z-direction (up) into account
+takes negative Z-direction (down) into account
+will accelerate the player into the given direction (spawnflags)
+-------- NOTES --------
+If LAUNCHER isn't specified the player will only be accelerated if he is moving
+while the target_speed is triggered, as the player needs a moving direction and this is
+only given when he moves. LAUNCHER will split the given speed value to the given
+directions. Note that only one of the spawnflags for each coordinate must be set. For
+example if +X and -X is active the x-direction will be ignored. The same is the case
+if whether +X nor -X is active. So if you want to accelerate the player up with 900u
+you have to set the speed value to 900 and activate the spawnflags +Z and LAUNCHER.
+