diff options
Diffstat (limited to 'misc/entities.def')
-rw-r--r-- | misc/entities.def | 31 |
1 files changed, 27 insertions, 4 deletions
diff --git a/misc/entities.def b/misc/entities.def index 1c406b2d..cc14f59a 100644 --- a/misc/entities.def +++ b/misc/entities.def @@ -1008,6 +1008,13 @@ TARGET_* ENTITIES //============================================================================= +/*QUAKED target_hurt (1 0 0) (-8 -8 -8) (8 8 8) +When triggered, this hurts the entity that caused the trigger. + +-------- KEYS -------- +damage: amount of damage to deal (default: 5) +*/ + /*QUAKED target_rumble (1 0 0) (-8 -8 -8) (8 8 8) When triggered, this initiates a level-wide rumble effect. All players are affected. @@ -1131,7 +1138,7 @@ PRIVATE: only the player that activates the target will see the message. //============================================================================= -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD +/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD NOSOUND This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. -------- KEYS -------- @@ -1151,6 +1158,7 @@ notsingle: when set to 1, entity will not spawn in Single Player mode (bot play -------- SPAWNFLAGS -------- BOUNCEPAD: if set, trigger will play bounce noise instead of beep noise when activated (recommended). +NOSOUND: if set, no sound is played at all -------- NOTES -------- To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works. @@ -1435,10 +1443,15 @@ NOT THROUGHLY TESTED: please report whether or not this works for you. gravity: The gravity within this trigger (default 800). */ -/*QUAKED trigger_buildable (.5 .5 .5) ? +/*QUAKED trigger_buildable (.5 .5 .5) ? SPAWN_DISABLED NEGATE Triggered by a buildable or subset of buildables. If no buildables key is supplied every buildable will trigger this entity. +Targetting this entity toggles it. NOT THROUGHLY TESTED: please report whether or not this works for you. +-------- SPAWNFLAGS -------- +SPAWN_DISABLED: needs to be triggered (toggle) to activate. +NEGATE: negate the trigger condition. + -------- KEYS -------- target: this points to the entity to activate. @@ -1449,10 +1462,15 @@ wait: time in seconds until trigger becomes re-triggerable after it's been touch random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). */ -/*QUAKED trigger_class (.5 .5 .5) ? +/*QUAKED trigger_class (.5 .5 .5) ? SPAWN_DISABLED NEGATE Triggered by a specific class or subset of classes. If no classes key is supplied every class will trigger this entity. +Targetting this entity toggles it. NOT THROUGHLY TESTED: please report whether or not this works for you. +-------- SPAWNFLAGS -------- +SPAWN_DISABLED: needs to be triggered (toggle) to activate. +NEGATE: negate the trigger condition. + -------- KEYS -------- target: this points to the entity to activate. @@ -1463,10 +1481,15 @@ wait: time in seconds until trigger becomes re-triggerable after it's been touch random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). */ -/*QUAKED trigger_equipment (.5 .5 .5) ? +/*QUAKED trigger_equipment (.5 .5 .5) ? SPAWN_DISABLED NEGATE Triggered by a player carrying some item (weapon or upgrade) or subset of items. If no equipment key is supplied every human will trigger this entity. +Targetting this entity toggles it. NOT THROUGHLY TESTED: please report whether or not this works for you. +-------- SPAWNFLAGS -------- +SPAWN_DISABLED: needs to be triggered (toggle) to activate. +NEGATE: negate the trigger condition. + -------- KEYS -------- target: this points to the entity to activate. |