From: MirceaKitsune Date: Thu, 24 May 2012 15:23:54 +0000 (+0300) Subject: Update entities.def to reflect the latest changes X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=bd5994432f403e9ec3da50bcc26cf80f2f0e17e5;p=xonotic%2Fxonotic-maps.pk3dir.git Update entities.def to reflect the latest changes --- diff --git a/scripts/entities.ent b/scripts/entities.ent index ef6d9447..609f59d9 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -123,7 +123,7 @@ 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. instead of triggering ALL matched entities, trigger ONE of them by random speed of button's displacement (default 40). -movement type (1 = linear, 2 = cosine [default]) +movement type (1 = linear, 2 = cosine [default], use two values to create a curve) 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. @@ -161,7 +161,7 @@ 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]) +movement type (1 = linear, 2 = cosine [default], use two values to create a curve) 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) @@ -210,7 +210,7 @@ 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]) +movement type (1 = linear, 2 = cosine [default], use two values to create a curve) # of seconds before coming back first entity key with one-line description second entity key with one-line description @@ -253,7 +253,7 @@ 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]) +movement type (1 = linear, 2 = cosine [default], use two values to create a curve) 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. @@ -323,7 +323,7 @@ Trains cannot be block-stopped just by getting in their way, the player must be death 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) -------- SPAWNFLAGS -------- use bezier curves movement instead of linear movement. See the path_corner properties for how to define a curve -the train faces the direction it's riding towards. Requires bezier curves movement and the train to have an origin brush +the train faces the direction of movement. Requires an origin brush @@ -1049,8 +1049,8 @@ All path_corner entities of a train have to connect in a circular manner, while 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 -if the train uses bezier curves movement, specify an entity by targetname which is the control point of the curve (use something like target_position) -override the train's movement type while going to this corner (1 = linear, 2 = cosine [default], 3 = inverted cosine, 4 = half cosine, 5 = half inverted cosine) +if the train uses bezier curves movement, specify an entity by targetname which is the control point of the curve (use something like target_position) +override the train's movement type while going to this corner (1 = linear, 2 = cosine [default], use two values to create a curve) instead of triggering ALL matched entities, trigger ONE of them by random 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.