From 8c7d96bcfb07c36681c2e660174a8038863c8e35 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Sat, 19 Nov 2011 20:17:31 +0100 Subject: [PATCH] update entities.ent --- scripts/entities.def | 2 +- scripts/entities.ent | 111 +++++++++++++++++++++++++++++++++++++++---- 2 files changed, 104 insertions(+), 9 deletions(-) diff --git a/scripts/entities.def b/scripts/entities.def index f39ecd4d..b3524eaf 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -1979,7 +1979,7 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin modeldisabled="models/items/g_jetpack.md3" */ -/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE TUBA +/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE TUBA TUBA_EXACTPITCH Triggers targets when a given magic word has been said -------- KEYS -------- message: message to wait for (can start or end with * for wildcards) diff --git a/scripts/entities.ent b/scripts/entities.ent index 192c687c..a757a09c 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -148,11 +148,16 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. when 1, use default door sounds sound when the door opens sound when the door closes +keys required to open this door. -------- SPAWNFLAGS -------- causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors). the door won't link with another door it touches +causes the door to open only if the activator holds a gold key (Q1 compatibility). +causes the door to open only if the activator holds a silver key (Q1 compatibility). causes the door to wait in both the start and end states for a trigger event. if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +-------- NOTES -------- +More information about keys can be found in item_key description. @@ -575,6 +580,59 @@ In Minstagib, this randomly turns into either an invisibility, an extra lives or modeldisabled="models/items/g_invincible.md3" + +A key entity. +The itemkeys should contain one of the following key IDs: +1 - GOLD key - +2 - SILVER key +4 - BRONZE key +8 - RED keycard +16 - BLUE keycard +32 - GREEN keycard +Custom keys: +... - last key is 1<<23 +Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those. +-----------KEYS------------ +color of the key (default: '.9 .9 .9'). +a key Id. +message to print when player picks up this key. +custom key model to use. +the display name of the key. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +This is the only correct way to put keys on the map! + +itemkeys MUST always have exactly one bit set. + + + +SILVER key. +-----------KEYS------------ +color of the key (default: '.9 .9 .9'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +Don't use this entity on new maps! Use item_key instead. + + + +GOLD key. +-----------KEYS------------ +color of the key (default: '1 .9 0'). +message to print when player picks up this key. +custom model to use. +custom sound to play when player picks up the key. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +---------NOTES---------- +Don't use this entity on new maps! Use item_key instead. + + Minstagib ammo. Always contains 5 (g_minstagib_ammo_drop) shots. @@ -779,8 +837,8 @@ The keys below actually apply to most brush entities as they are engine features Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -811,8 +869,8 @@ The keys below actually apply to most brush entities as they are engine features Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -864,8 +922,8 @@ A client-side non-solid brush entity. Use func_wall if you want it solid. Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -895,8 +953,8 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non- Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. template name so one can clone from it -override automatically found minimum coordinate bounds -override automatically found maximum coordinate bounds +override automatically found minimum coordinate bounds +override automatically found maximum coordinate bounds if targeted by a misc_model, its brushes get inserted into this Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. @@ -1074,6 +1132,26 @@ Can be used in two ways: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside) + +Keylock trigger. Must target other entities. +This trigger will trigger target entities when all required keys are provided. +-------- KEYS -------- +A bit field with key IDs that are needed to open this lock. +1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default) +trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger +trigger all entities with this targetname when triggered without giving it all the required keys. +remove all entities with this targetname when triggered with all the needed keys. +print this message to the player who activated the trigger when all needed keys have been given. +print this message to the player who activated the trigger when not all of the needed keys have been given. +sound to play when lock gets unlocked (default: see sounds) +sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav) +sound to play when a key is missing (default: misc/talk.wav) +prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4. +---------NOTES---------- +If spawned without any key specified in itemkeys, this trigger will display an error and remove itself. +message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone. + + Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. -------- KEYS -------- @@ -1149,6 +1227,20 @@ More than one "trigger event" can be delayed at once, as opposed to tr remove all entities with this targetname when triggered + +Variable sized secret trigger. Can be targeted at one or more entities. +Basically, it's a trigger_once that additionally updates the number of secrets found. +-------- KEYS -------- +1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (default: 1) +path to sound file, if you want to play something else +trigger all entities with this targetname when triggered +print this message to the player who activated the trigger instead of the standard 'You found a secret!' +remove all entities with this targetname when triggered +-------- NOTES -------- +You should create a common/trigger textured brush covering the entrance to a secret room/area. +Trigger secret can only be trigger by a player's touch and can not be a target itself. + + Players getting into the swamp will get slowed down and damaged -------- KEYS -------- @@ -1900,6 +1992,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. all entities with a matching targetname will be triggered. instead of triggering ALL matched entities, trigger ONE of them by random +if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match. -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages @@ -1909,6 +2002,8 @@ 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 note pitch must be accurate and cannot be transposed -- 2.39.2