From: Mirio Date: Wed, 23 Aug 2017 16:29:19 +0000 (+0200) Subject: Grammar Nazi X-Git-Tag: xonotic-v0.8.5~149^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a7c64d5f696d3b6bd37f9eda4252b8c038c0cba2;p=xonotic%2Fxonotic-maps.pk3dir.git Grammar Nazi --- diff --git a/scripts/entities.ent b/scripts/entities.ent index 42e56eaf..0827c12e 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -36,7 +36,7 @@ zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3" Domination team. In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities). -dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. +dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter. model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink". -------- KEYS -------- @@ -115,7 +115,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. +When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again. -------- KEYS -------- determines the direction in which the button will move (up = -1, down = -2). all entities with a matching targetname will be triggered. @@ -244,13 +244,13 @@ To select the func_group, either select it from the Entity List window, or selec -------- KEYS -------- if set, defines the label name for the func_group within the Entity List window. Path/name for the TGA file used to guide the mapping of textures on the terrain surface. -number of unique root shaders that will be use on the terrain. +number of unique root shaders that will be used on the terrain. Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. space separated list of height offsets for the index map -a ladder, need i say no more +a ladder, need I say no more grab a trigger brush and put it in front of the part that you want the player to climb @@ -872,7 +872,7 @@ The keys below actually apply to most engine-loaded model entities as they are e file name of the second LOD model replacement when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign. @@ -899,7 +899,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -931,7 +931,7 @@ The keys below actually apply to most brush entities as they are engine features targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead) when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures. a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -961,7 +961,7 @@ Is non-solid by default. vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- SPAWNFLAGS -------- @@ -1015,7 +1015,7 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- vector by which the entity moves when "pressed" by the bgmscript alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. -a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. +a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity. a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity. either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity. -------- Q3MAP2 KEYS -------- @@ -1245,7 +1245,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger) -------- SPAWNFLAGS -------- the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead) -the trigger responds to all entities, not just players (useful for targetting trigger_items) +the trigger responds to all entities, not just players (useful for targeting trigger_items) the team that owns the trigger will NOT trigger when touching this if set, splash damage cannot activate the door, only direct damage can (requires health to be set) @@ -1523,7 +1523,7 @@ A penalty trigger. Race spawn point. -NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. +NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set. -------- KEYS -------- this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn. trigger all entities with this targetname when someone spawns @@ -1568,7 +1568,7 @@ The lines MUST be sorted by emitter class as primary key, and by the time since -"Flip-flop" trigger gate... lets only every second trigger event through +"Flip-flop" trigger gate... let's only every second trigger event through -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -1965,7 +1965,7 @@ Mage. Master of dark magic Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -1987,7 +1987,7 @@ Shambler. Summons lightning bolts with its large meat cleaving claws Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2010,7 +2010,7 @@ Spider. Freezing ice or burning fire web, both lead to an 8-legged grave Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2032,7 +2032,7 @@ Wyvern. Flies around shooting fireballs Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2054,7 +2054,7 @@ Braaaiins! Spawn when triggered Don't re-spawn Allow flying/swimming monsters to move up/down -Only attack targets infront of the monster +Only attack targets in front of the monster Don't spawn this monster when skill is 1 Don't spawn this monster when skill is 2 Don't spawn this monster when skill is 3 @@ -2119,7 +2119,7 @@ The soccer type Nexball. -The basket ball type Nexball. +The basketball type Nexball. -------- KEYS -------- set this if you want to use your own model if you're using your own model, change this to scale it to 32*32*32 @@ -2190,7 +2190,7 @@ Triggers targets when a given magic word has been said also perform the replacement when outside the radius (to hide the "secret word") even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters) do not decolorize the input string before matching -the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. +the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun. the note pitch must be accurate and cannot be transposed @@ -2287,11 +2287,11 @@ When triggered, its effect is turned off until triggered again. An area where gravity differs from the rest of the map. -This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity. +This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity. -------- KEYS -------- gravity offset in this area, defaults to 0 if not set sound to play when an entity enters the gravity zone, leave empty to disable -you can use this to target the grazity zone with a trigger, which will toggle it when activated +you can use this to target the gravity zone with a trigger, which will toggle it when activated -------- SPAWNFLAGS -------- entities keep their gravity after leaving the gravity zone when targeted, the gravity zone starts off and is enabled upon triggering @@ -2536,12 +2536,12 @@ Used to feed turrets capable of it with remote target info. currently only turre -A nasty mechanical critter that will engage longrange targets with missiles, midrange with its minigun and melee things up close and personal. +A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half 5=red, 14=blue, 13=yellow, 10=pink @@ -2555,8 +2555,8 @@ Small, agile and moving turret. -----------KEYS------------ 2 = double damage, 0.5 = half 2 = double range, 0.5 = half -2 = doubble refire (SLOWER!), 0.5 = half (FASTER!) -2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen +2 = double refire (SLOWER!), 0.5 = half (FASTER!) +2 = double ammo carry & regen, 0.5 = half ammo carry & regen 2 = aim twice as fast, 0,5 = aim at half speed 2 = double health, 0.5 = half 5=red, 14=blue, 13=yellow, 10=pink @@ -2568,10 +2568,10 @@ model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3" Checkpoint that units can patrol to -----------KEYS------------ -targetname of next wapoint in chain. +targetname of next waypoint in chain. Pause at this point # seconds. ---------NOTES---------- -If a loop of targets is formed, any unit entering this loop will patrol it indefinitly. +If a loop of targets is formed, any unit entering this loop will patrol it indefinitely. If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached. @@ -2595,7 +2595,7 @@ model="models/vehicles-static/spiderbot.md3" The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded. -Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time. +Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time. Secondary is a pair of very powerful clusterbombs. -------- KEYS -------- 5=red, 14=blue, 13=yellow, 10=pink