Commit 5f9d1914 authored by Mirio's avatar Mirio

Merge branch 'DefaultUser/entity_description_update' into 'master'

Improve entity descriptions for radiant

See merge request !104
parents 31847941 a7c64d5f
......@@ -36,7 +36,7 @@ zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3"
Domination team.
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink".
-------- KEYS --------
......@@ -115,7 +115,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t
</group>
<group name="func_button" color="0 .5 .8">
When a button is touched by a player, it moves in the direction set by the &quot;angle&quot; key, triggers all its targets, stays pressed by an amount of time set by the &quot;wait&quot; key, then returns to it's original position where it can be operated again.
When a button is touched by a player, it moves in the direction set by the &quot;angle&quot; key, triggers all its targets, stays pressed by an amount of time set by the &quot;wait&quot; key, then returns to its original position where it can be operated again.
-------- KEYS --------
<direction key="angle" name="angle">determines the direction in which the button will move (up = -1, down = -2).</direction>
<target key="target" name="target">all entities with a matching targetname will be triggered.</target>
......@@ -244,13 +244,13 @@ To select the func_group, either select it from the Entity List window, or selec
-------- KEYS --------
<targetname key="targetname" name="targetname">if set, defines the label name for the func_group within the Entity List window.</targetname>
<texture key="_indexmap" name="_indexmap">Path/name for the TGA file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers" name="_layers">number of unique root shaders that will be use on the terrain.</integer>
<integer key="_layers" name="_layers">number of unique root shaders that will be used on the terrain.</integer>
<texture key="_shader" name="_shader">Path to the metashader used to assign textures to the terrain entity. Note: Omit the &quot;textures/&quot; prefix.</texture>
<string key="_offsets" name="_offsets">space separated list of height offsets for the index map</string>
</group>
<group name="func_ladder" color="0 .5 .8">
a ladder, need i say no more
a ladder, need I say no more
grab a trigger brush and put it in front of the part that you want the player to climb
</group>
......@@ -439,7 +439,7 @@ Large Armor (default 100 armor points)
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armormega))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormega_max))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armormega_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -454,7 +454,7 @@ Big Armor (default 50 armor points)
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorbig))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorbig_max))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armorbig_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -469,7 +469,7 @@ Medium Armor (default 25 armor points)
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 25 (g_pickup_armormedium))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormedium_max))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armormedium_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -484,7 +484,7 @@ Small Armor (default 5 armor points)
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 5 (g_pickup_armorsmall))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorsmall_max))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armorsmall_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -579,7 +579,7 @@ Big Health (default 50 health points)
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthbig))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthbig_max))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthbig_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -594,7 +594,7 @@ Medium Health (default 25 health points)
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="health" name="health">amount of health it gives (default: 25 (g_pickup_healthmedium))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthmedium_max))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthmedium_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -610,7 +610,7 @@ In Instagib, this randomly turns into either an invisibility, an extra lives or
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="health" name="health">amount of health it gives (default: 100 (g_pickup_healthmega))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthmega_max))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthmega_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using &quot;team&quot;. Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
......@@ -872,7 +872,7 @@ The keys below actually apply to most engine-loaded model entities as they are e
<string key="lodmodel2" name="lodmodel2">file name of the second LOD model replacement</string>
<targetname key="targetname" name="targetname">when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.</targetname>
<real3 key="originjitter" name="originjitter">a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the &quot;origin&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the &quot;angle&quot; field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
<string key="cvarfilter" name="cvarfilter">either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: &quot;cvar==value&quot;, &quot;cvar!=value&quot;, &quot;cvar&lt;value&quot;, &quot;cvar&gt;value&quot;, &quot;cvar&lt;=value&quot;, &quot;cvar&gt;=value&quot;, &quot;cvar===string&quot;, &quot;cvar!==string&quot;, &quot;cvar&quot;, &quot;!cvar&quot;. Ridiculous example filter: &quot;-g_balance_health_start&lt;150 g_balance_armor_start==0&quot; spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: &quot;+g_campaign&quot; and &quot;-g_campaign&quot; for enabling/disabling items when the map is played as part of the campaign.</string>
......@@ -899,7 +899,7 @@ The keys below actually apply to most brush entities as they are engine features
<string key="lodtarget2" name="lodtarget2">targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)</string>
<targetname key="targetname" name="targetname">when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.</targetname>
<real3 key="originjitter" name="originjitter">a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the &quot;origin&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the &quot;angle&quot; field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
......@@ -931,7 +931,7 @@ The keys below actually apply to most brush entities as they are engine features
<string key="lodtarget2" name="lodtarget2">targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)</string>
<targetname key="targetname" name="targetname">when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.</targetname>
<real3 key="originjitter" name="originjitter">a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the &quot;origin&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the &quot;angle&quot; field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
......@@ -961,7 +961,7 @@ Is non-solid by default.
<real3 key="movedir" name="movedir">vector by which the entity moves when &quot;pressed&quot; by the bgmscript</real3>
<real key="lip" name="lip">alpha change when &quot;pressed&quot; by the bgmscript (if &gt; 0, it fades in when pressed, if &lt; 0, it fades out when pressed)</real>
<real3 key="originjitter" name="originjitter">a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the &quot;origin&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the &quot;angle&quot; field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- SPAWNFLAGS --------
......@@ -1015,7 +1015,7 @@ A client-side solid brush entity. Use func_clientillusionary if you want it non-
<real3 key="movedir" name="movedir">vector by which the entity moves when &quot;pressed&quot; by the bgmscript</real3>
<real key="lip" name="lip">alpha change when &quot;pressed&quot; by the bgmscript (if &gt; 0, it fades in when pressed, if &lt; 0, it fades out when pressed)</real>
<real3 key="originjitter" name="originjitter">a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the &quot;origin&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real3 key="anglesjitter" name="anglesjitter">a vector in the order &quot;pitch yaw roll&quot; describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among Euler angles). This corresponds to the &quot;angles&quot; field. Works on any non-q3map2-only entity.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the &quot;angle&quot; field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases &quot;teams&quot; and &quot;noteams&quot; to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
......@@ -1075,7 +1075,7 @@ This entity targets two different onslaught_controlpoint or onslaught_generator
Path corner entity that func_train will follow.
All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point)
-------- KEYS --------
<target key="target" name="target">point to next path_corner in the path.</target>
<target key="target" name="target">point to next path_corner in the path. If more than one path_corner entity with this targetname exists, a random one is chosen</target>
<target key="target2" name="target2">triggered when a func_train stops at this target</target>
<target key="target3" name="target3">triggered when a func_train stops at this target</target>
<target key="target4" name="target4">triggered when a func_train stops at this target</target>
......@@ -1148,9 +1148,12 @@ The sound name may also be of the form *soundname, and in that case the respecti
</point>
<point name="invasion_spawnpoint" color="1 0.5 0" box="-16 -16 -24 16 16 45">
Monster spawnpoint in Invasion
Monster spawnpoint for Invasion
-------- KEYS --------
-------- SPAWNFLAGS --------
<string key="spawnmob" name="spawnmob">name of the monster to be spawned</string>
<target key="target2" name="target2">spawned monster will follow this target</target>
<integer key="target_range" name="target_range">maximum targeting range for the spawned monster</integer>
<integer key="team" name="team">team that the monster will join if teamplay (5 = red, 14 = blue, etc)</integer>
</point>
<group name="trigger_counter" color=".5 .5 .5">
......@@ -1242,7 +1245,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I
<integer key="team" name="team">team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)</integer>
-------- SPAWNFLAGS --------
<flag key="NOTOUCH" name="NOTOUCH" bit="0">the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)</flag>
<flag key="ALLENTS" name="ALLENTS" bit="1">the trigger responds to all entities, not just players (useful for targetting trigger_items)</flag>
<flag key="ALLENTS" name="ALLENTS" bit="1">the trigger responds to all entities, not just players (useful for targeting trigger_items)</flag>
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the trigger will NOT trigger when touching this</flag>
<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
</group>
......@@ -1520,7 +1523,7 @@ A penalty trigger.
<point name="info_player_race" color="1 0.5 0" box="-16 -16 -24 16 16 45">
Race spawn point.
NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
-------- KEYS --------
<target key="target" name="target">this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn.</target>
<target key="target2" name="target2">trigger all entities with this targetname when someone spawns</target>
......@@ -1565,7 +1568,7 @@ The lines MUST be sorted by emitter class as primary key, and by the time since
</group>
<point name="trigger_flipflop" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
&quot;Flip-flop&quot; trigger gate... lets only every second trigger event through
&quot;Flip-flop&quot; trigger gate... let's only every second trigger event through
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
......@@ -1962,7 +1965,7 @@ Mage. Master of dark magic
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
......@@ -1984,7 +1987,7 @@ Shambler. Summons lightning bolts with its large meat cleaving claws
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
......@@ -2007,7 +2010,7 @@ Spider. Freezing ice or burning fire web, both lead to an 8-legged grave
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
......@@ -2029,7 +2032,7 @@ Wyvern. Flies around shooting fireballs
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
......@@ -2051,7 +2054,7 @@ Braaaiins!
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
......@@ -2116,7 +2119,7 @@ The soccer type Nexball.
</point>
<point name="nexball_basketball" color=".5 .2 0" box="-16 -16 -16 16 16 16">
The basket ball type Nexball.
The basketball type Nexball.
-------- KEYS --------
<model key="model" name="model">set this if you want to use your own model</model>
<real key="scale" name="scale">if you're using your own model, change this to scale it to 32*32*32</real>
......@@ -2187,7 +2190,7 @@ Triggers targets when a given magic word has been said
<flag key="REPLACE_OUTSIDE" name="REPLACE_OUTSIDE" bit="5">also perform the replacement when outside the radius (to hide the &quot;secret word&quot;)</flag>
<flag key="CONTINUE" name="CONTINUE" bit="6">even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters)</flag>
<flag key="NODECOLORIZE" name="NODECOLORIZE" bit="7">do not decolorize the input string before matching</flag>
<flag key="TUBA" name="TUBA" bit="8">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.</flag>
<flag key="TUBA" name="TUBA" bit="8">the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. 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.</flag>
<flag key="TUBA_EXACTPITCH" name="TUBA_EXACTPITCH" bit="9">the note pitch must be accurate and cannot be transposed</flag>
</point>
......@@ -2284,11 +2287,11 @@ When triggered, its effect is turned off until triggered again.
<group name="trigger_gravity" color=".5 .5 1">
An area where gravity differs from the rest of the map.
This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity.
This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity.
-------- KEYS --------
<real key="gravity" name="gravity">gravity offset in this area, defaults to 0 if not set</real>
<sound key="noise" name="noise">sound to play when an entity enters the gravity zone, leave empty to disable</sound>
<targetname key="targetname" name="targetname">you can use this to target the grazity zone with a trigger, which will toggle it when activated</targetname>
<targetname key="targetname" name="targetname">you can use this to target the gravity zone with a trigger, which will toggle it when activated</targetname>
-------- SPAWNFLAGS --------
<flag key="STICKY" name="STICKY" bit="0">entities keep their gravity after leaving the gravity zone</flag>
<flag key="START_OFF" name="START_OFF" bit="1">when targeted, the gravity zone starts off and is enabled upon triggering</flag>
......@@ -2374,6 +2377,7 @@ model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/mg.md3&quot;
</point>
<point name="turret_plasma" color="1 0 0" box="-32 -32 0 32 32 50">
Basic energy cannon
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
......@@ -2385,8 +2389,6 @@ model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/mg.md3&quot;
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
---------NOTES----------
Basic energy cannon
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/plasma.md3&quot;
</point>
......@@ -2513,6 +2515,7 @@ model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3&quot;
<point name="turret_fusionreactor" color="1 0 0" box="-32 -32 0 32 32 50">
Supplies nearby energy based turrets with more power so they can fire more often.
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
......@@ -2523,8 +2526,6 @@ model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/phaser.md3&quot;
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
---------NOTES----------
Supplies neerby energy based turrets with more power so they can fire more often.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/reactor.md3&quot;
</point>
......@@ -2535,53 +2536,45 @@ Used to feed turrets capable of it with remote target info. currently only turre
<point name="turret_walker" color="1 0 0" box="-32 -32 0 32 32 50">
A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal.
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_refire" name="turret_scale_refire">2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry &amp; regen, 0.5 = half ammo carry &amp; regen</real>
<real key="turret_scale_refire" name="turret_scale_refire">2 = double refire (SLOWER!), 0.5 = half (FASTER!)</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = double ammo carry &amp; regen, 0.5 = half ammo carry &amp; regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-----------SPAWNFLAGS-----------
---------NOTES----------
A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and melee things up close and personal.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/walker.md3&quot;
</point>
<point name="turret_ewheel" color="1 0 0" box="-32 -32 0 32 32 50">
Small, agile and moving turret.
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_refire" name="turret_scale_refire">2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry &amp; regen, 0.5 = half ammo carry &amp; regen</real>
<real key="turret_scale_refire" name="turret_scale_refire">2 = double refire (SLOWER!), 0.5 = half (FASTER!)</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = double ammo carry &amp; regen, 0.5 = half ammo carry &amp; regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-----------SPAWNFLAGS-----------
---------NOTES----------
Small, agile and moveing turret.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model=&quot;../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3&quot;
</point>
<point name="turret_checkpoint" color="1 0 1" box="-32 -32 -32 32 32 32">
Checkpoint that units can patrol to
-----------KEYS------------
<target key="target" name="target">targetname of next wapoint in chain.</target>
<target key="target" name="target">targetname of next waypoint in chain.</target>
<real key="wait" name="wait">Pause at this point # seconds.</real>
-----------SPAWNFLAGS-----------
---------NOTES----------
If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
If the checkpoint chain in not looped, the unit will go &quot;Roaming&quot; when the last point is reached.
If a loop of targets is formed, any unit entering this loop will patrol it indefinitely.
If the checkpoint chain is not looped, the unit will go &quot;Roaming&quot; when the last point is reached.
</point>
<point name="vehicle_racer" color="0 0 1" box="-48 -48 0 48 48 32">
Fast moving hover type vehicle, with low shield &amp; health.
Primary weapon is a rapid fire energy cannon, secondary lockable rockets.
......@@ -2602,7 +2595,7 @@ model=&quot;models/vehicles-static/spiderbot.md3&quot;
<point name="vehicle_raptor" color="0 0 1" box="-48 -48 0 48 48 32">
The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded.
Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time.
Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time.
Secondary is a pair of very powerful clusterbombs.
-------- KEYS --------
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
......
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