[nexuiz-commits] r6527 - trunk/misc/netradiant-NexuizPack/nexuiz.game/data

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Fri Apr 17 15:12:51 EDT 2009


Author: div0
Date: 2009-04-17 15:12:51 -0400 (Fri, 17 Apr 2009)
New Revision: 6527

Modified:
   trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def
Log:
misc_clientmodel


Modified: trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def
===================================================================
--- trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def	2009-04-17 19:07:33 UTC (rev 6526)
+++ trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def	2009-04-17 19:12:51 UTC (rev 6527)
@@ -647,11 +647,6 @@
 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 --------
-_frame: frame of model to include (set equal to frame if _castshadows is set)
-_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.
-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.
 -------- SPAWNFLAGS --------
 ALIGN_ORIGN: align the origin to the surface below the model
 ALIGN_BOTTOM: align the bottom of the model to the surface below it
@@ -721,6 +716,30 @@
 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
 */
 
+/*QUAKED misc_clientmodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
+A way to load models from a map by the engine (e.g. self-animated zym models) on client side.
+Is non-solid by default.
+-------- 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.
+-------- SPAWNFLAGS --------
+ALIGN_ORIGN: align the origin to the surface below the model
+ALIGN_BOTTOM: align the bottom of the model to the surface below it
+*/
+
 /*QUAKED func_clientillusionary (0 .5 .8) ? 
 A client-side non-solid brush entity. Use func_wall if you want it solid.
 -------- KEYS --------



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