From a534edc32f7e756300aade06b1f5e0490ffcb68c Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Sun, 17 Oct 2010 22:03:11 +0200 Subject: [PATCH] NOTRACE flag for misc_laser --- scripts/entities.def | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/scripts/entities.def b/scripts/entities.def index 9c789067..65cc12fa 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -622,7 +622,7 @@ LINEAR: Use a linear falloff. Default is inverse distance squared (more realisti NOANGLE: Ignore angle attenuation. */ -/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE +/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE NOTRACE Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush. -------- KEYS -------- target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow) @@ -636,6 +636,7 @@ modelscale: scales the dynamic light radius at the endpoint (default 1, -1 to tu -------- SPAWNFLAGS -------- START_ON: when targeted, the laser will start switched on FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth) +NOTRACE: the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"! -------- NOTES -------- Use trigger_monoflop if you want the laser to turn off for a while, then turn back on. When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser. -- 2.39.2