From: Rudolf Polzer Date: Sat, 23 Oct 2010 16:40:16 +0000 (+0200) Subject: document team field for trigger_hurt, misc_laser X-Git-Tag: xonotic-v0.1.0preview~73 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=4e47c2a;p=xonotic%2Fxonotic-maps.pk3dir.git document team field for trigger_hurt, misc_laser --- diff --git a/scripts/entities.def b/scripts/entities.def index 5674df10..8647516d 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -622,7 +622,7 @@ LINEAR: Use a linear falloff. Default is inverse distance squared (more realisti NOANGLE: Ignore angle attenuation. */ -/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE NOTRACE +/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE NOTRACE INVERT_TEAM Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush. -------- KEYS -------- target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow) @@ -633,10 +633,12 @@ targetname: name to target this (then its state is toggled) alpha: when set, makes a dark laser of the given strength; may be combined with colormod scale: scales the beam thickness (default 1) modelscale: scales the dynamic light radius at the endpoint (default 1, -1 to turn off) +team: team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) -------- SPAWNFLAGS -------- START_ON: when targeted, the laser will start switched on FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth) NOTRACE: the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"! +INVERT_TEAM: the team that owns this will NOT get hurt -------- NOTES -------- Use trigger_monoflop if you want the laser to turn off for a while, then turn back on. When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser. @@ -979,13 +981,16 @@ message: print this message to the player who activated the trigger killtarget: remove all entities with this targetname when triggered */ -/*QUAKED trigger_hurt (.5 .5 .5) ? +/*QUAKED trigger_hurt (.5 .5 .5) ? - - INVERT_TEAM Any object touching this will be hurt. Has the useful effect of automatically returning flags, keys and runes when they touch it. -------- KEYS -------- dmg: amount of damage to deal (default: 1000) message: kill message when someone gets killed by this (default: "was in the wrong place") message2: kill 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) +team: team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) +-------- SPAWNFLAGS -------- +INVERT_TEAM: the team that owns this will NOT jump when touching this */ /*QUAKED trigger_impulse (.5 .5 .5) ?