From 34ae068d6af65514da7e7624b219821a5060e2c5 Mon Sep 17 00:00:00 2001 From: esteel Date: Thu, 16 Apr 2009 14:56:12 +0000 Subject: [PATCH] update misc/netradiant-NexuizPack/nexuiz.game/data/entities.def git-svn-id: svn://svn.icculus.org/nexuiz/trunk@6507 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- misc/netradiant-NexuizPack/nexuiz.game/data/entities.def | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def index 620bffd46..24168d462 100644 --- a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def +++ b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def @@ -1133,7 +1133,7 @@ cnt: weight of spawn point for random selection. Set to a lower value if you hav race_place: if target points to the trigger_race_checkpoint with cnt 0 (finish line), this sets which place the spawn corresponds to; the special value 0 stands for spawns for players who come in later (have to be behind the ones with race_place set to an actual place), and -1 marks the spawnpoint for qualifying mode only */ -/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON +/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE A brush that emits particles. -------- KEYS -------- mdl: particle effect name from effectinfo.txt @@ -1142,15 +1142,15 @@ velocity: particle direction and speed waterlevel: extra velocity jitter amount count: particle count multiplier (per spawned particle) movedir: when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account -glow_color: particle palette color noise: sound to play when the particle is emitted atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound) volume: volume of the sound targetname: name to target this (then its state is toggled) bgmscript: emitter class from the BGM script -bgmscriptdecay: how fast the effect strength decays while it is active (0 = not at all, 1 = immediately, values in between are supported) +bgmscriptdecay: half-life of the effect strength -------- 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 -------- NOTES -------- Use trigger_monoflop if you want the particles to turn off for a while, then turn back on. A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form -- 2.39.2