From: Freddy Date: Sat, 10 Mar 2018 20:30:19 +0000 (+0100) Subject: Update entities.ent for misc_laser X-Git-Tag: xonotic-v0.8.5~120^2~12 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a2be1e14f9b34fc52a7ab743816cb6f8e5d606ea;p=xonotic%2Fxonotic-maps.pk3dir.git Update entities.ent for misc_laser --- diff --git a/scripts/entities.ent b/scripts/entities.ent index 66a0f3b9..73ddc17a 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -798,11 +798,11 @@ By this you see that you HAVE to specify fade for a linear light... use values b -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. +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. Can be controlled by relays. -------- KEYS -------- target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow) name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not) -color of the laser beam (default: red, that is, 1 0 0) +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 @@ -815,7 +815,7 @@ Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSID the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"! 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. +Use trigger_monoflop and relay_activatetoggle 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. @@ -2359,6 +2359,7 @@ func_conveyor func_fourier func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -2380,6 +2381,7 @@ func_conveyor func_fourier func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -2401,6 +2403,7 @@ func_conveyor func_fourier func_pointparticles func_vectormamamam +misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered