r3612 - trunk/data
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Thu May 8 11:21:29 EDT 2008
Author: tzork
Date: 2008-05-08 11:21:28 -0400 (Thu, 08 May 2008)
New Revision: 3612
Added:
trunk/data/assault.def
Modified:
trunk/data/entities.def
Log:
Updates to entities.def for complete/correctness and in-editor models for weapons/items. added assault.def
Added: trunk/data/assault.def
===================================================================
--- trunk/data/assault.def (rev 0)
+++ trunk/data/assault.def 2008-05-08 15:21:28 UTC (rev 3612)
@@ -0,0 +1,39 @@
+/*QUAKED info_player_attacker (1 0 0) (-16 -16 -24) (16 16 45) INITIAL
+Normal attacker spawning location for Nexuiz Asssault
+-------- KEYS --------
+angle : direction in which player will look when spawning in the game. Does not apply to bots.
+target : this should point to a target_objective to decide when this spawning point is active.
+nobots : when set to 1, bots will never use this spawn point to respawn in the game.
+nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
+notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
+notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
+notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
+-------- SPAWNFLAGS --------
+INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
+//=============================================================================
+
+/*QUAKED info_player_defender (0 1 0) (-16 -16 -24) (16 16 45) INITIAL
+Normal defender spawning location for Nexuiz Asssault
+-------- KEYS --------
+angle : direction in which player will look when spawning in the game. Does not apply to bots.
+target : this should point to a target_objective to decide when this spawning point is active.
+nobots : when set to 1, bots will never use this spawn point to respawn in the game.
+nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
+notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
+notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
+notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
+-------- SPAWNFLAGS --------
+INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
+//=============================================================================
+
+/*QUAKED target_objective (0 .5 0) (-8 -8 -8) (8 8 8)
+Objective controller for Nexuiz Assault. When active it has 100 health. If it falls below 0 then
+it'll trigger the next targeted entity (usually the next objective or target_assault_roundend etc.)
+//=============================================================================
+
+/*QUAKED target_objective_decrease (0 .5 0) (-8 -8 -8) (8 8 8)
+When triggered decreases health of the targeted target_objective.*/
+
+/*QUAKED func_assault_destructible (0 .5 0) (-8 -8 -8) (8 8 8)
+
+
Modified: trunk/data/entities.def
===================================================================
--- trunk/data/entities.def 2008-05-08 12:54:30 UTC (rev 3611)
+++ trunk/data/entities.def 2008-05-08 15:21:28 UTC (rev 3612)
@@ -667,6 +667,16 @@
//=============================================================================
+/*QUAKED trigger_force (.5 .5 .5) ?
+Similar to trigger_push, but adds force to the target as long as it is within the trigger.
+-------- KEYS --------
+target : this points to the target_position to which the player will get pushed.
+strength : This is how mutch force to add in the direction of .target each second
+-------- NOTES --------
+Use a brush textured with common/origin in the trigger to determine the origin of the force
+*/
+
+//=============================================================================
/*QUAKED trigger_teleport (.5 .5 .5) ?
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
-------- KEYS --------
@@ -684,16 +694,21 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
-
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_shotgun.md3"
+*/
//===================================================================
-/*QUAKED weapon_uzi (1 0 .5) (-16 -16 -16) (16 16 16)
+/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16)
machinegun, shall i say no more
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_uzi.md3"
+*/
//===================================================================
@@ -702,8 +717,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_gl.md3"
+*/
+
//===================================================================
/*QUAKED weapon_electro (1 0 .5) (-16 -16 -16) (16 16 16)
@@ -711,8 +730,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_electro.md3"
+*/
+
//===================================================================
/*QUAKED weapon_crylink (1 0 .5) (-16 -16 -16) (16 16 16)
@@ -720,8 +743,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_crylink.md3"
+*/
+
//===================================================================
/*QUAKED weapon_hagar (1 0 .5) (-16 -16 -16) (16 16 16)
@@ -729,8 +756,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_hagar.md3"
+*/
+
//===================================================================
/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16)
@@ -738,8 +769,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_rl.md3"
+*/
+
//===================================================================
/*QUAKED weapon_nex (1 0 .5) (-16 -16 -16) (16 16 16)
@@ -747,8 +782,12 @@
-----------KEYS------------
-----------SPAWNFLAGS-----------
---------NOTES----------
-a weapon how hard can it be*/
+a weapon how hard can it be
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_nex.md3"
+*/
+
//===================================================================
//=============================================================================
@@ -791,6 +830,28 @@
graba trigger brush and put it infront of the part that you want the player to climb
*/
+//=============================================================================
+/*QUAKED dynlight (0 1 0) (-8 -8 -8) (8 8 8) START_OFF NOSHADOW FOLLOW
+Dynamic light.
+Can do one of these things: sit still and be just a silly light, travel along a path, follow an entity around, attach to a tag on an entity.
+It can spin around it's own axis in all the above cases.
+If targeted, it will toggle between on or off.
+keys:
+"light_lev" light radius, default 200
+"color" light color in rgb and brightness, 1 1 1 produces bright white, up to 255 255 255 (nuclear blast), recommended values up to 1 1 1, default 1 1 1
+"style" lightstyle, same as for static lights
+"angles" initial orientation
+"avelocity" a vector value, the direction and speed it rotates in
+"skin" cubemap number, must be 16 or above
+"dtagname" will attach to this tag on the entity which "targetname" matches "target". If the "target" is either not an md3 model or is missing tags, it will attach to the targets origin. Note that the "target" must be visible to the light
+"targetname" will toggle on and off when triggered
+"target" if issued with a target, preferrably path_corner, it will move along the path. If also issued with the FOLLOW spawnflag, then this is the entity it will follow. If issued with the "tagname" key it will attach it to this targets tag called "tagname", does not work together with FOLLOW or path movement
+"speed" the speed it will travel along the path, default 100
+flags:
+"START_OFF" light will be in off state until targeted
+"NOSHADOW" will not cast shadows in realtime lighting mode
+"FOLLOW" will follow the entity which "targetname" matches "target"
+*/
/*QUAKED trigger_cmd (.5 .5 .5) ?
Any player that touches this will have the .cdm command executed
-------- KEYS --------
@@ -840,19 +901,19 @@
*/
// entities still to describe:
-// ctf_team
-// func_assault_destructible
-// func_assault_wall
-// func_door_secret
-// func_rain
-// func_snow
-// func_stardust
-// func_water
-// info_location
-// info_player_attacker
-// info_player_defender
-// info_player_team3
-// info_player_team4
+/*QUAKED info_location(0 .5 0) (-8 -8 -8) (8 8 8)
+Indicates a location name, for use with say macros
+-------- KEYS --------
+netname : Name of the place (ex " the upper ledge")
+//=============================================================================
+*/
+
+/*QUAKED func_stardust(0.5 0 0.5) (-8 -8 -8) (8 8 8)
+Eyecandy
+-------- KEYS --------
+none
+//=============================================================================
+*/
// info_teleport_destination
// item_armor2
// item_armor_large
@@ -876,4 +937,4 @@
// trigger_delay
// trigger_once
// trigger_swamp
-// waypoint
+// waypoint
\ No newline at end of file
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