From: Rudolf Polzer Date: Mon, 7 Feb 2011 19:43:10 +0000 (+0100) Subject: add platmovetype here too (autogenerated by entities.def2ent) X-Git-Tag: xonotic-v0.5.0~109 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ab978ed449035fbcf16dd5528f5d2fee1ade47c5;p=xonotic%2Fxonotic-maps.pk3dir.git add platmovetype here too (autogenerated by entities.def2ent) --- diff --git a/scripts/entities.ent b/scripts/entities.ent index 15ee49de..e603dd7c 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -122,6 +122,7 @@ When a button is touched by a player, it moves in the direction set by the " all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. speed of button's displacement (default 40). +movement type (1 = linear, 2 = cosine [default]) number of seconds button stays pressed (default 1, -1 = return immediately). lip remaining at end of move (default 4 units). (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. @@ -139,6 +140,7 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. if set, no touch field will be spawned and a remote button or trigger field activates the door. if set, door must be shot open movement speed (100 default) +movement type (1 = linear, 2 = cosine [default]) wait before returning (3 default, -1 = never return) lip remaining at end of move (8 default) damage to inflict when blocked (when triggered and someone is in the way) @@ -182,6 +184,7 @@ BIDIR_IN_DOWN will the door prevent from reopening while closing if it is trigge Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does. -------- KEYS -------- +movement type (1 = linear, 2 = cosine [default]) # of seconds before coming back first entity key with one-line description second entity key with one-line description @@ -224,6 +227,7 @@ grab a trigger brush and put it in front of the part that you want the player to Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. -------- KEYS -------- determines how fast the plat moves (default 150). +movement type (1 = linear, 2 = cosine [default]) lip remaining at end of move (default 16). Has no effect if "height" is set. if set, this will determine the total amount of vertical travel of the plat. damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked. @@ -284,6 +288,7 @@ Trains are not trigger-able or toggle-able. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. -------- KEYS -------- default/initial speed of train (default 100 or overridden by speed value of targeted path_corner) +movement type (1 = linear, 2 = cosine [default]) targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes). damage a player who gets crushed by it receives