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."