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Wolfenstein enemy territory scripts
Wolfenstein enemy territory scripts











wolfenstein enemy territory scripts wolfenstein enemy territory scripts

invisible doors still stop people from walking through them). This entity is not triggerable, nor is it visible (although this has some odd side effects, e.g. Also, you can now use the mapinfo files to set atmosphere and class names, names, team names, allied teams, etc throughout the whole map or for a specified gameindex.Įssentially, each entity has a 'state', as follows:.Finally, the ammo_bullets is now called ammo_nails, which is more logical, too  ) Q3 couldn't parse the long keys and gave errors on compile. Also, some of the worldspawn fields have changed, to make them shorter.If your map was based around this default wait, a recompile is needed. This default wait has been removed since Beta1f to stop some serious issues and make the entities more logical. Initially the entities info_notnull, func_goalitem, func_commandpoint and func_goalinfo defaulted to a 30 second wait when there was NO wait field given. Right, since I've taken over since then, some quick remarks on big changes.Blame that if this document makes no sense. :) Lastly, before we begin, I'd just like to say I'm a great believer in programming first and documenting as late and as little as possible, in the grand tradition.Many features we'd like to add haven't yet been added, and some entity types will not coexist happily with the extensions. Currently, they're both incomplete and potentially bug-ridden. The ETF entities are intended to be an extension to existing entities rather than replacing the current entities (at least, as far as possible).

wolfenstein enemy territory scripts

Value is an integer from 1 through 19 that contains a pre-defined 'flicker' string.Overview What it's all about Sound to loop every cycle (this actually just plays the sound at the beginning of each cycle) (used to get dlights using the same style out of sync). So val of 3 in the above example would start this light at 'N'.

wolfenstein enemy territory scripts

stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy"Ĭhange the initial index in a style string. Offset from the alpha values of the stylestring. The Key:"_color" overrides the key:"color" and values are 0.0-1.0 for each color (rgb)Ģ - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"ġ0 - "abcdefghijklmnopqrrqponmlkjihgfedcba" Use color picker('K' key) to set the "_color" key values. Stylestring characters: (a=very low)->(z=bright) (meaning the english alphabet, at 24 characters, would take 2.4 seconds to cycle) Stylestring characters run at 10 cps () in the game. Weighted RGB value of light color Example. The Key:"_color" overrides the key:"color" and values are 0.0-1.0 for each color (rgb)Ĭan be turned on/off via targeting/scripting.ĭesignates a multiplier to the default size. Model="models/ammo/smoke_grenade/smoke_grenade.md3" Model="models/ammo/landmine/landmine.md3" Model="models/ammo/dynamite/dynamite.md3" Model="models/ammo/disguise/disguise.md3" (med backpacks=Things that can be used for disguise) Model="models/ammo/airstrike/airstrike.md3" Model="models/powerups/ammo/am45cal_s.md3" Model="models/powerups/ammo/am45cal_l.md3" Model="models/powerups/ammo/am45cal_m.md3" Model="models/powerups/ammo/am30cal_s.md3" Model="models/powerups/ammo/am30cal_l.md3" Models were recompiled from default ET models Model="models/powerups/ammo/am30cal_m.md3" ******models spawn and the origin sits at the ground by default**** MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY. Means the button is pushed in, any dlights are cycling, and alarms are soundingĭoesn't seem to be useful beyond a decoration model Teamed alarm_boxes work in tandem (switches/lights syncronize) Targetname of dlights to activate with the system (If you see doubled target keys, this was done for future coding reasons) The sound to play over the system (this would be the siren sound) model path: models/mapobjects/electronics/alarmbox.md3 The model to use instead of the default model. Place the origin at the center of your trigger box Target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound)Īlarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm You need to have an origin brush as part of this entity













Wolfenstein enemy territory scripts