From 0fdee54fa0c6b27ef017039529091401fcc023da Mon Sep 17 00:00:00 2001 From: esteel Date: Fri, 17 Apr 2009 11:37:33 +0000 Subject: [PATCH] update misc/netradiant-NexuizPack/nexuiz.game/data/entities.def git-svn-id: svn://svn.icculus.org/nexuiz/trunk@6522 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- .../nexuiz.game/data/entities.def | 69 ++++++++++++++++++- 1 file changed, 66 insertions(+), 3 deletions(-) diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def index 24168d462..047229b7a 100644 --- a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def +++ b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def @@ -658,7 +658,7 @@ ALIGN_BOTTOM: align the bottom of the model to the surface below it */ /*QUAKED func_illusionary (0 .5 .8) ? -NOTE: THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS INSTEAD. +NOTE: THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS OR FUNC_CLIENTILLUSIONARY INSTEAD. A non-solid brush entity. Use func_wall if you want it solid. The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity! -------- KEYS -------- @@ -690,7 +690,7 @@ _celshader: Sets the cel shader used for this geometry. Note: omit the "textures */ /*QUAKED func_wall (0 .5 .8) ? -A solid brush entity. Use func_illusionary if you want it solid. +A solid brush entity. Use func_clientillusionary if you want it non-solid. The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity! -------- KEYS -------- movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE @@ -721,6 +721,66 @@ targetname: if targeted by a misc_model, its brushes get inserted into this _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. */ +/*QUAKED func_clientillusionary (0 .5 .8) ? +A client-side non-solid brush entity. Use func_wall if you want it solid. +-------- KEYS -------- +scale: scale factor of the model (range: 0.0625 to 15.9375) +colormap: 1024 + 16 * pantscolor + shirtcolor +angles: initial looking direction +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. +bgmscript: emitter class from the BGM script +bgmscriptattack: attack time of the effect strength (0 to 3.9) +bgmscriptdecay: decay time of the effect strength (0 to 3.9) +bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain) +bgmscriptrelease: release time of the effect strength (0 to 3.9) +movedir: vector by which the entity moves when "pressed" by the bgmscript +lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) +originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. +anglesjitter: a vector in the order "pitch yaw roll" 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 "angles" field. Works on any non-q3map2-only entity. +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 "angle" field. Works on any non-q3map2-only entity. +gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" 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. +-------- Q3MAP2 KEYS -------- +_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. +_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. +_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. +_clonename: template name so one can clone from it +min: override automatically found minimum coordinate bounds +max: override automatically found maximum coordinate bounds +targetname: if targeted by a misc_model, its brushes get inserted into this +_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. +*/ + +/*QUAKED func_clientwall (0 .5 .8) ? +NOTE: THIS ENTITY IS IN MOST USE CASES BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE FUNC_WALL INSTEAD. +A client-side solid brush entity. Use func_clientillusionary if you want it non-solid. +-------- KEYS -------- +solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice) +scale: scale factor of the model (range: 0.0625 to 15.9375) +colormap: 1024 + 16 * pantscolor + shirtcolor +angles: initial looking direction +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. +bgmscript: emitter class from the BGM script +bgmscriptattack: attack time of the effect strength (0 to 3.9) +bgmscriptdecay: decay time of the effect strength (0 to 3.9) +bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain) +bgmscriptrelease: release time of the effect strength (0 to 3.9) +movedir: vector by which the entity moves when "pressed" by the bgmscript +lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed) +originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity. +anglesjitter: a vector in the order "pitch yaw roll" 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 "angles" field. Works on any non-q3map2-only entity. +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 "angle" field. Works on any non-q3map2-only entity. +gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" 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. +-------- Q3MAP2 KEYS -------- +_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. +_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. +_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced. +_clonename: template name so one can clone from it +min: override automatically found minimum coordinate bounds +max: override automatically found maximum coordinate bounds +targetname: if targeted by a misc_model, its brushes get inserted into this +_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. +*/ + /*QUAKED misc_teleporter_dest (1 .5 .25) (-16 -16 -24) (16 16 45) Teleport destination location point for trigger_teleport entities. Do not let it touch the floor, but place it slightly higher (like, 16 units above) for better flow when jumping through it. -------- KEYS -------- @@ -1147,7 +1207,10 @@ atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0 volume: volume of the sound targetname: name to target this (then its state is toggled) bgmscript: emitter class from the BGM script -bgmscriptdecay: half-life of the effect strength +bgmscriptattack: attack time of the effect strength (0 to 3.9) +bgmscriptdecay: decay time of the effect strength (0 to 3.9) +bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain) +bgmscriptrelease: release time of the effect strength (0 to 3.9) -------- SPAWNFLAGS -------- START_ON: when targeted, the particle emitter will start switched on IMPULSE: only send the full amount of impulse particles when the entity is triggered -- 2.39.2