Portal of Praevus Entity Information

from Terata

We should be releasing the QC source within a few days, and the comments will explain a lot of this. Some of the weirder stuff, which may not have useful comments includes:


NATE_9000:point  NEW ENTITY

  angle

  origin



Neutered Anal Test Entity.  This is a small pink glowing sheep, designed

to tell whoever hits him how much damage he's taken.  We used this to

find out how much damage various weapons do in the real world, so we

could do some balancing.  He'll tell per hit, and add up a total if he's

hit within five seconds of the last one.



Example of one of the item changes:  Two original Force Cubes, if left

to wail on Nate for the full 45 seconds, would do around 8 damage per

shot, for a total of 125 damage.  The new ones hit for 3-5 per attack,

and totalled around 1500.  Yeah, they're quite a bit more effective now.



air_bubbles:point  NEW ENTITY

  cnt

  origin

  targetname

  wait



Releases a bunch of air bubbles when triggered.  This was used for the

underwater flames behind glass in the first level.  When you break the

glass, it activates an air_bubbles ent.



buddha_trigger_endgame:point  NEW ENTITY

  origin

  targetname



Activates the end screen when triggered.





func_door:brush

  (abslight)

  (angle)

  (close_target)  NEW KEY // Activates its close_target when it closes

(actually, starts to close).  Doesn't work with doors that wait -1.

  (dmg)

  (flags)

  (health)

  (level)  NEW KEY

  (lip)

  (message)

  (no_puzzle_msg)

  (puzzle_piece_1)

  (soundtype) 1 2 5 6 7 8 9

  (spawnflags) x 0 x x x x x 0 

  (speed)

  (strength)  NEW KEY // strength is irrelevant now.

  (target)

  (targetname)

  (wait)





fx_friction_change:brush  NEW ENTITY

  model

  (friction)



Just what it sounds like.  Anything touching this brush will have its

friction multiplied by the "fraction" value.  .25 makes for a nice ice

feeling.



trigger_setskill:brush  NEW ENTITY

  model

  noise



Changes the skill setting.  Only used for the nightmare exit in the MP.



worldspawn:UNLOCATED

  spawnflags  NEW KEY

  wad

  (CD)

  (MIDI)

  (angle)  NEW KEY

  (message)

  (midi)  NEW KEY

  (netname) NEW KEY - name of map, don't need message no more!

    Thanks, Terata!



No problem.  Don't ever give an angle to the worldspawn.  There's now a

"missionpack" spawnflag for it, though, that needs to be set for a lot

of the ent changes and bug fixes to work (Since we didn't want to break

the original levels).



wp_weapon4_staff:point

  origin

  (spawnflags) x 0 0 0 0 0 0 0 

  (style)  NEW KEY 32

  (target)  NEW KEY

Target, for nearly all the point ents, activates when it's either picked up or destroyed. Can't think of any exceptions. One thing to remember is about puzzle_pieces. In a coop game, the puzzle piece stays there when a player picks it up, so the next player can have it. This means that if you give the puzzle_piece a target, it won't activate in a coop game because it never gets "picked up."


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