From: Rudolf Polzer Date: Fri, 22 Apr 2011 15:44:38 +0000 (+0200) Subject: update entities.ent file X-Git-Tag: xonotic-v0.5.0~95^2~6 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=3568990c5249453fcd11d552bea92f74f13eefa5;p=xonotic%2Fxonotic-maps.pk3dir.git update entities.ent file --- diff --git a/scripts/entities.ent b/scripts/entities.ent index e603dd7c..5773ccee 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -924,6 +924,9 @@ Path corner entity that func_train will follow. All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point) -------- KEYS -------- point to next path_corner in the path. +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 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 @@ -1500,6 +1503,42 @@ Example is a Mario-style question mark block which could throw a new weapon_nex create a first entity on map load + +This is a model which can be damaged. +Once all health is consumed it'll disappear and trigger the targeted entity/entities. +When triggered, it resets to full health, and unbreaks. +-------- KEYS -------- +file name of model to include +The damage this trigger can take +The entity/entities to be triggered once this entity gets invisible +The name other entities can use to target this entity +particle effect name to show when destroyed +particle effect multiplier +optional replacement model to show when destroyed +names of debris models to show when destroyed, separated by spaces +sound to play when destroyed +damage to deal to the environment when destroyed +edge damage to deal to the environment when destroyed +damage radius +damage force +death message when a player gets hit by the explosion +death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE +solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE +initial velocity vector of the debris (static part) +initial velocity vector of the debris (random part) +initial angular velocity vector of the debris (random part) +time till the debris fades (average) +time till the debris fades (random part) +how long debris takes to fade +how much debris is affected by damage force (e.g. explosions) +skin number of debris +-------- SPAWNFLAGS -------- +do not allow damaging this until it is first activated +indicate amount of damage already taken by coloring +if set, splash damage cannot activate the door, only direct damage can (requires health to be set) + + This is a brush model which can be damaged. Once all health is consumed it'll disappear and trigger the targeted entity/entities.