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-rw-r--r--misc/entities.def31
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.