From d9f4f36f30c0417dbd810b65c91d2388dd265fe5 Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 4 Aug 2024 23:30:11 +1000 Subject: [PATCH] Improve the wording and fill in the blanks of fields in several entity definitions --- scripts/entities.ent | 345 +++++++++++++++++++++++++++++++++---------- 1 file changed, 264 insertions(+), 81 deletions(-) diff --git a/scripts/entities.ent b/scripts/entities.ent index 0b0ed4c2..68b3bf62 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -27,6 +27,7 @@ In order to get Domination working well in your map, you need to place dom_team message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room". How often this point gives its controlling team frags. How many frags this point gives each wait cycle. +scaling factor of the model, defaults to 0.6 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3" @@ -95,7 +96,7 @@ Solid entity that oscillates back and forth in a linear motion. By default, it w damage a player who gets crushed by it receives interval to apply dmg to a player who is in the way death message when a player gets crushed -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -------- SPAWNFLAGS -------- entity will bob along the X axis. entity will bob along the Y axis. @@ -111,7 +112,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t damage a player who gets crushed by it receives interval to apply dmg to a player who is in the way death message when a player gets crushed -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) @@ -125,7 +126,7 @@ When a button is touched by a player, it moves in the direction set by the " 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]) -number of seconds button stays pressed (default 1, -1 = return immediately). +number of seconds button stays pressed (default 1, -1 = never return). 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. Noise that is played when the button is activated @@ -161,7 +162,7 @@ Normal sliding door entity. By default, the door will activate when player walks If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors). -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) determines the opening direction 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 @@ -181,6 +182,7 @@ If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. the door won't link with another door it touches 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) +door has no collision crush players hit by the door instantly -------- NOTES -------- More information about keys can be found in item_key description. @@ -196,7 +198,7 @@ must have set trigger_reverse to 1. BIDIR_IN_DOWN will prevent the door from reopening while closing if it is triggered from the other side. -------- KEYS -------- is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) determines the destination angle for opening. negative values reverse the direction (90 default) 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 @@ -276,11 +278,11 @@ Rising platform the player can ride to reach higher places. Plats must always be 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. if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later. -2 for alternate sound set, 0 for silence, or use the fields below +2 for alternate sound set, 1 for regular sound set, 0 for silence, or use the fields below platform starts moving sound platform stop sound kill message, when someone gets killed by this plat -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -------- SPAWNFLAGS -------- crush players hit by the platform instantly -------- NOTES -------- @@ -304,10 +306,11 @@ To rotate around another axis, make a func_wall with an explicit avelocity given Do this much dmg every .dmgtime interval when blocked See above. (0.25s default) kill message when crushed by this -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -------- SPAWNFLAGS -------- rotate around the X axis rotate around the Y axis +must be triggered to start rotating @@ -320,6 +323,8 @@ This is an invisible area like a trigger, which snow falls inside of. Point entity with EF_STARDUST applied. This will spawn a particle cloud with mostly golden particles. Used as eye-candy. +-------- KEYS -------- +optional model to use @@ -333,11 +338,12 @@ Trains cannot be block-stopped just by getting in their way, the player must be 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 +choose any path_corner with a targetname matching target at random instead of the first one found 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 interval to apply dmg to a player who is in the way death message when a player gets crushed -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) +death message when someone gets pushed into this (default: "was squished by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) -------- SPAWNFLAGS -------- don't use the direct path to the next target, instead create a curved path using the current path_corner's curvetarget turn the train when it reaches a path_corner @@ -371,7 +377,7 @@ Aiming target for q3map2-internal entities like _decal or light. Removes itself -Attacking team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Attacking team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. trigger all entities with this targetname when someone spawns @@ -383,7 +389,7 @@ Attacking team's player spawning location in Assault. Should touch the floor, bu -Normal player spawning location in game types without team spawns. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Normal player spawning location in game types without team spawns. Should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. trigger all entities with this targetname when someone spawns @@ -394,7 +400,7 @@ Normal player spawning location in game types without team spawns. Should touch -Defending team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Defending team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- this should point to a target_objective to decide when this spawning point is active. trigger all entities with this targetname when someone spawns @@ -406,7 +412,7 @@ Defending team's player spawning location in Assault. Should touch the floor, bu -Red team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Red team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. trigger all entities with this targetname when someone spawns @@ -417,7 +423,7 @@ Red team's player spawning location in e.g. CTF and Onslaught. Should touch the -Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. trigger all entities with this targetname when someone spawns @@ -428,7 +434,7 @@ Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the -Yellow team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Yellow team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. trigger all entities with this targetname when someone spawns @@ -439,7 +445,7 @@ Yellow team's player spawning location, but there is no game mode to use this ye -Pink team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there. +Pink team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when spawning there. -------- KEYS -------- weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1. trigger all entities with this targetname when someone spawns @@ -464,8 +470,14 @@ Mega Armor (default 100 armor points) max of armor it increases to (default: 200 (g_pickup_armormega_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_a25.md3" @@ -479,8 +491,14 @@ Big Armor (default 50 armor points) max of armor it increases to (default: 200 (g_pickup_armorbig_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_a50.md3" @@ -494,8 +512,14 @@ Medium Armor (default 25 armor points) max of armor it increases to (default: 200 (g_pickup_armormedium_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_armormedium.md3" @@ -509,8 +533,14 @@ Small Armor (default 5 armor points) max of armor it increases to (default: 200 (g_pickup_armorsmall_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_a1.md3" @@ -523,8 +553,13 @@ Machine Gun ammo respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/a_bullets.md3" @@ -537,8 +572,13 @@ Vortex, Electro and Crylink ammo respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/a_cells.md3" @@ -604,8 +644,14 @@ Big Health (default 50 health points) max of health it increases to (default: 200 (g_pickup_healthbig_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_h50.md3" @@ -619,8 +665,14 @@ Medium Health (default 25 health points) max of health it increases to (default: 200 (g_pickup_healthmedium_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_h25.md3" @@ -635,8 +687,14 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or max of health it increases to (default: 200 (g_pickup_healthmega_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_h100.md3" @@ -650,8 +708,14 @@ Small Health (default 5 health points) max of health it increases to (default: 5 (g_pickup_healthsmall_max)) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_h1.md3" @@ -664,8 +728,14 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_invincible.md3" @@ -677,8 +747,14 @@ Faster movement and shooting respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_invincible.md3" @@ -690,8 +766,14 @@ Low visibility respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_invincible.md3" @@ -761,8 +843,13 @@ It only appears when playing Instagib and prevents auto-replacement of weapon_vo respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/a_cells.md3" @@ -775,8 +862,13 @@ Devastator, Hagar and Mortar ammo respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/a_rockets.md3" @@ -789,8 +881,13 @@ Shotgun ammo respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/a_shells.md3" @@ -803,8 +900,14 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_strength.md3" @@ -859,6 +962,8 @@ Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSID name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not) color of the laser beam (default: red, that is, 1 0 0) damage inflicted by the beam per second, or -1 for an instant-death ray +kill message when someone gets killed by this (default: "saw the light") +kill message when someone gets pushed into this (default: "was pushed into a laser by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) name to target this (then its state is toggled) when set, makes a dark laser of the given strength; may be combined with beam_color scales the beam thickness (default 1) @@ -1102,6 +1207,8 @@ This should link to an onslaught_controlpoint entity or onslaught_generator enti name that onslaught_link entities will use to target this. target any entities that are tied to this control point, such as vehicles and buildable structure entities. name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc) +-------- SPAWNFLAGS -------- +the control point will float in air, instead of aligning to the floor by falling @@ -1214,13 +1321,19 @@ After the counter has been triggered "count" times, it will fire all o -------- KEYS -------- how many times this needs to be triggered to activate its targets trigger all entities with this targetname when triggered +all entities with a matching targetname will be triggered. +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 name that identifies this entity so it can be triggered delay the triggering by the given time print this message to the player who activated the trigger remove all entities with this targetname when triggered +counter will re-enable itself after this amount of time once the sequence has been completed, leave unset to never re-enable the counter -------- SPAWNFLAGS -------- don't print a "2 more to go..."-like message when triggered fire at every count (behaves like trigger_multiple with limited shots) +keeps track of separate counts for each player, if the player dies their count is reset @@ -1229,6 +1342,9 @@ Trigger that delays triggering by a given amount of time. Only one action can be delay the triggering by the given time open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered print this message to the player who activated the trigger remove all entities with this targetname when triggered @@ -1407,8 +1523,14 @@ the Crylink respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_crylink.md3" @@ -1421,8 +1543,14 @@ the Electro respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_electro.md3" @@ -1435,8 +1563,14 @@ the Mortar respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_gl.md3" @@ -1449,8 +1583,14 @@ the Hagar respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_hagar.md3" @@ -1464,8 +1604,14 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_laser.md3" @@ -1479,8 +1625,14 @@ In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporiz respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_nex.md3" @@ -1494,8 +1646,14 @@ In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporiz respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_rl.md3" @@ -1510,8 +1668,14 @@ in your mapinfo file, everyone will already spawn with one, making this pickup u respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_shotgun.md3" @@ -1524,8 +1688,14 @@ the Machine Gun respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_uzi.md3" @@ -1538,8 +1708,14 @@ the Arc (experimental weapon) respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_arc.md3" @@ -1575,7 +1751,7 @@ A checkpoint, for the race game mode. Be sure to make them quite long, so they a -------- KEYS -------- Number of the checkpoint. 0 for start/finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order! Death message, when touching checkpoints in the wrong order. -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) +Death message when someone gets pushed into this (default: "was pushed backwards by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) Name of the checkpoint. info_player_race can target this to assign a spawn to a checkpoint. Also used for triggering a checkpoint by an event. when the checkpoint is passed, these entities are triggered. Useful for forcing items in certain areas using trigger_items when set, this penalty time is given if passing this checkpoint, and the checkpoint does not show up with a sprite. Useful for invisible checkpoints to detect driving around the intended checkpoint @@ -1670,6 +1846,10 @@ Specialised version of func_pointparticles "Flip-flop" trigger gate... let's only every second trigger event through -------- KEYS -------- trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +name that identifies this entity so it can be triggered name that identifies this entity so it can be triggered open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- @@ -1680,6 +1860,10 @@ Specialised version of func_pointparticles "Mono-flop" trigger gate... turns trigger events into pairs of events -------- KEYS -------- trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +name that identifies this entity so it can be triggered name that identifies this entity so it can be triggered time to wait until the "off" event is fired -------- SPAWNFLAGS -------- @@ -1690,6 +1874,10 @@ Specialised version of func_pointparticles "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off. -------- KEYS -------- trigger all entities with this targetname when it goes off +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +name that identifies this entity so it can be triggered name that identifies this entity so it can be triggered phase of the multivibrator (it is added to the time) "on" cycle time (default: 1) @@ -1758,8 +1946,14 @@ the InstaGib Vortex. Always kills with one shot. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_minstanex.md3" @@ -1772,8 +1966,14 @@ Portals cannot be made on noimpact surfaces, and the portal missile will bounce respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_porto.md3" @@ -1938,6 +2138,10 @@ When triggered, it resets to full health, and unbreaks. Relays the trigger event if a cvar is set to a specified value. -------- KEYS -------- The entity/entities to relay the trigger events to +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +trigger all entities with this targetname when triggered +instead of triggering ALL matched entities, trigger ONE of them by random The name other entities can use to target this entity The name of the cvar to check The value of the cvar to check @@ -1955,8 +2159,14 @@ the Heavy Laser Assault Cannon. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_hlac.md3" @@ -1969,8 +2179,14 @@ the Mine Layer. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_minelayer.md3" @@ -1984,8 +2200,14 @@ the T.A.G. Seeker. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_seeker.md3" @@ -1998,8 +2220,14 @@ the on-hand Grappling Hook. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_hookgun.md3" @@ -2034,8 +2262,14 @@ the Sniper Rifle. respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_campingrifle.md3" @@ -2322,8 +2556,14 @@ Jetpack respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/items/g_jetpack.md3" @@ -2362,8 +2602,14 @@ the Fireball respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +sound played when the item is collected, leave blank to use the item's regular sound +model to use, leave blank to use the item's regular model +number of skin to load +when targeted and with TARGETED spawnflag set item will be given to the activator -------- SPAWNFLAGS -------- the item will float in air, instead of aligning to the floor by falling +with this spawnflag set, the item will be collected when triggered +item will not spin -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- modeldisabled="models/weapons/g_fireball.md3" @@ -2457,27 +2703,6 @@ This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half Activates all targets -List of currently supported target ents: -trigger_conveyor -trigger_gravity -trigger_hurt -trigger_heal -trigger_impulse -trigger_music -trigger_push -trigger_push_velocity -trigger_teleport -target_heal -target_kill -target_speed -func_rotating -func_bobbing -func_button -func_conveyor -func_fourier -func_pointparticles -func_vectormamamam -misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered @@ -2485,55 +2710,13 @@ misc_laser Deactivates all targets -List of currently supported target ents: -trigger_conveyor -trigger_gravity -trigger_hurt -trigger_heal -trigger_impulse -trigger_music -trigger_push -trigger_push_velocity -trigger_teleport -target_heal -target_kill -target_speed -func_rotating -func_bobbing -func_button -func_conveyor -func_fourier -func_pointparticles -func_vectormamamam -misc_laser -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered -Toggles all targets de/active -List of currently supported target ents: -trigger_conveyor -trigger_gravity -trigger_hurt -trigger_heal -trigger_impulse -trigger_music -trigger_push -trigger_push_velocity -trigger_teleport -target_heal -target_kill -target_speed -func_rotating -func_bobbing -func_button -func_conveyor -func_fourier -func_pointparticles -func_vectormamamam -misc_laser +Toggles the active state of all targets -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered -- 2.39.2