r5986 - trunk/data/scripts

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Thu Feb 26 01:58:52 EST 2009


Author: div0
Date: 2009-02-26 01:58:52 -0500 (Thu, 26 Feb 2009)
New Revision: 5986

Modified:
   trunk/data/scripts/entities.def
Log:
add the new entity keys


Modified: trunk/data/scripts/entities.def
===================================================================
--- trunk/data/scripts/entities.def	2009-02-26 06:54:16 UTC (rev 5985)
+++ trunk/data/scripts/entities.def	2009-02-26 06:58:52 UTC (rev 5986)
@@ -623,7 +623,7 @@
 /*QUAKED misc_gamemodel (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).
 Is non-solid by default.
-The keys below actually apply to most engine-loaded model 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!
+The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity!
 -------- KEYS --------
 model: when used as a point entity, file name of model to load; when used as a brush entity, do not specify that
 frame: animation frame to play (for self-animated zym models)
@@ -642,6 +642,9 @@
 lodmodel1: file name of the first LOD model replacement
 lodmodel2: file name of the second LOD model replacement
 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.
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. 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). 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.




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