[nexuiz-commits] r7159 - trunk/misc/netradiant-NexuizPack/nexuiz.game/data

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Wed Jul 8 11:11:30 EDT 2009


Author: div0
Date: 2009-07-08 11:11:29 -0400 (Wed, 08 Jul 2009)
New Revision: 7159

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


Modified: trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def
===================================================================
--- trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def	2009-07-08 15:09:02 UTC (rev 7158)
+++ trunk/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def	2009-07-08 15:11:29 UTC (rev 7159)
@@ -839,6 +839,7 @@
 angle: direction in which player will look when teleported, OR use
 angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
 cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest
+speed: maximum speed cap for the teleported player (if -1, teleported players will have no speed)
 */
 
 /*QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128) 
@@ -1219,10 +1220,10 @@
 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
 */
 
-/*QUAKED trigger_race_checkpoint (0 1 0) ? NOTOUCH STRICTTRIGGER CRUSH
+/*QUAKED trigger_race_checkpoint (0 1 0) ? NOTOUCH STRICTTRIGGER CRUSH FINISH
 A checkpoint, for the race game mode. Be sure to make them quite long, so they actually catch a player reliably!
 -------- KEYS --------
-cnt: Number of the checkpoint. 0 for finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
+cnt: Number of the checkpoint. 0 for start/finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
 message: Death message, when touching checkpoints in the wrong order.
 message2: Death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
 targetname: Name of the checkpoint. info_player_race can target this to assign a spawn to a checkpoint. Also used for triggering a checkpoint by an event.
@@ -1231,6 +1232,7 @@
 NOTOUCH: the checkpoint will not become active when touched, it HAS to be targeted
 STRICTTRIGGER: only trigger the targets when the checkpoint actually was reached in a valid way (that is, not when going back)
 CRUSH: the checkpoint kills when used at the wrong time
+FINISH: when set on the last checkpoint (i.e. the one with highest cnt), it is marked as finish line and the CP with cnt=0 is the start line
 */
 
 /*QUAKED info_player_race (1 0.5 0) (-16 -16 -24) (16 16 45) 



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