From f03363d8da82a22615c21af547d12597c2eea4db Mon Sep 17 00:00:00 2001 From: div0 Date: Mon, 4 May 2009 07:46:32 +0000 Subject: [PATCH] entities.def merge git-svn-id: svn://svn.icculus.org/nexuiz/trunk@6653 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- .../nexuiz.game/data/entities.def | 29 +++++++++++++++++++ 1 file changed, 29 insertions(+) diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def index f2309f098..4d3e1d08b 100644 --- a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def +++ b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def @@ -36,6 +36,26 @@ This is a brush model which can be damaged. Once triggered it's active and will health: The damage this trigger can take target: The entity/entities to be triggered once this entity gets invisible targetname: The name other entities can use to target this entity +mdl: particle effect name to show when destroyed +count: particle effect multiplier +mdl_dead: optional replacement model to show when destroyed +debris: names of debris models to show when destroyed, separated by spaces +noise: sound to play when destroyed +dmg: damage to deal to the environment when destroyed +dmg_edge: edge damage to deal to the environment when destroyed +dmg_radius: damage radius +dmg_force: damage force +message: death message when a player gets hit by the explosion +message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE +debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE +debrisvelocity: initial velocity vector of the debris (static part) +debrisvelocityjitter: initial velocity vector of the debris (random part) +debrisavelocityjitter: initial angular velocity vector of the debris (random part) +debristime: time till the debris fades (average) +debristimejitter: time till the debris fades (random part) +debrisfadetime: how long debris takes to fade +debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions) */ /*QUAKED func_assault_wall (.5 0 .5) ? @@ -1406,6 +1426,15 @@ dmg_radius: damage radius dmg_force: damage force message: death message when a player gets hit by the explosion message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE +debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE +debrisvelocity: initial velocity vector of the debris (static part) +debrisvelocityjitter: initial velocity vector of the debris (random part) +debrisavelocityjitter: initial angular velocity vector of the debris (random part) +debristime: time till the debris fades (average) +debristimejitter: time till the debris fades (random part) +debrisfadetime: how long debris takes to fade +debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions) -------- SPAWNFLAGS -------- DISABLED: do not allow damaging this until it is first activated INDICATE: indicate amount of damage already taken by coloring -- 2.39.2