From: Juhu <5894800-Juhu_@users.noreply.gitlab.com> Date: Tue, 7 Feb 2023 17:39:12 +0000 (+0100) Subject: update entities.ent with trigger_teleport q3df flags and static flag for various... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c21e5431778acc7552b24534351ed3d7b56d0a1e;p=xonotic%2Fxonotic-maps.pk3dir.git update entities.ent with trigger_teleport q3df flags and static flag for various push entities, new trigger_push_velocity and target_speed entity from q3df --- diff --git a/scripts/entities.ent b/scripts/entities.ent index 67305aa1..e5aea647 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -1315,6 +1315,7 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. -------- SPAWNFLAGS -------- the team that owns the jump pad will NOT jump when touching this +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior @@ -1367,6 +1368,8 @@ Note that in Xonotic, teleporters preserve momentum of the player using them. team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport) when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. -------- SPAWNFLAGS -------- +If spectator is set, only spectators can use this teleport. Spectator teleporters are not normally placed in the editor, but are created automatically near doors to allow spectators to move through them. +Stores the speed at entering the teleporter and restore it at the destination. the team that owns the teleporter will NOT teleport when touching this @@ -2753,4 +2756,49 @@ Secondary matches primary, but the vehicle can hold 2 extra players who act as g -------- KEYS -------- 5=red, 14=blue, 13=yellow, 10=pink + + +This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it. +-------- KEYS -------- +this points to the target_position to which the player will jump. +XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity. +Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity. +-------- SPAWNFLAGS -------- +if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component. +if set, trigger will add to the player's horizontal velocity, otherwise it sets the player's horizontal velocity. +if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component. +if set, trigger will add to the player's vertical velocity, otherwise it sets the player's vertical velocity. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to horizontal direction. +if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to vertical direction. +if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction. +push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior +-------- NOTES -------- +To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity. + + + +Sets the speed of the player. +If ADD is speficied, negative values will reduce the speed. +-------- KEYS -------- +Activating trigger points to this. +Speed value to set (default: 100). +-------- SPAWNFLAGS -------- +value is treated as percentage of current speed +adds the speed instead of setting it +takes positive X-direction into account +takes negative X-direction into account +takes positive Y-direction into account +takes negative Y-direction into account +takes positive Z-direction (up) into account +takes negative Z-direction (down) into account +will accelerate the player into the given direction (spawnflags) +-------- NOTES -------- +If LAUNCHER isn't specified the player will only be accelerated if he is moving +while the target_speed is triggered, as the player needs a moving direction and this is +only given when he moves. LAUNCHER will split the given speed value to the given +directions. Note that only one of the spawnflags for each coordinate must be set. For +example if +X and -X is active the x-direction will be ignored. The same is the case +if whether +X nor -X is active. So if you want to accelerate the player up with 900u +you have to set the speed value to 900 and activate the spawnflags +Z and LAUNCHER. +