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#24628 Editing Suggestions

Posted by empy on 27 August 2017 - 09:02 PM in Suggestions

{
"classname" "target_print"
"message" "YOUR MSG"
"spawnflags" "private"
}



#24627 Editing Suggestions

Posted by empy on 27 August 2017 - 09:01 PM in Suggestions

You can do that with func_button, unless you want it to stay on the second spot?

And you can also do the private broadcast:

/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
"message" text to print
If "private", only the activator gets the message.  If no checks, all clients get the message.
*/



#24608 Grouping spawns

Posted by empy on 15 August 2017 - 07:03 PM in Suggestions

//
// GAMETYPE: Elimination
//
//  DESCRIPTION: The red team and blue team are spawned the the first team to
// loose all members will loose.  This gametype requires no
// items or triggers to be specified.
//

gametype
{
displayname "Elimination"
respawn "none" 
pickups "yes"
teams "yes"
description "The last team left alive wins!"
}

Change pickups to yes



#24603 Grouping spawns

Posted by empy on 15 August 2017 - 02:09 PM in Suggestions

That would be nice.

I made a map that depends on a custom gametype file, whenever I use that file I can't load any map that also uses that gametype.



#24602 information about .ent contents

Posted by empy on 15 August 2017 - 01:23 AM in 1fx. Mod

https://forums.3d-so...m/17-tutorials/
Tons of stuff explaining editing.



#24601 information about .ent contents

Posted by empy on 15 August 2017 - 01:21 AM in 1fx. Mod

I use blocked trigger for invisble walls.
{
"model" "BLOCKED_TRIGGER"
"classname" "blocked_trigger"
"origin" "7960 4874 -500"
"mins" "0 0 0"
"maxs" "500 20 600"
"bspmodel" "instances/kamchatka/npc_jump1"
}

Here a list of ent stuff

View PostBoeMan, on 20 June 2011 - 02:38 PM, said:

These are the entities that get parsed by our code, some SP emulated stuff might work beside this but we cannot modify them. Check the following table:

spawn_t	spawns[] =
{
	// info entities don't do anything at all, but provide positional
	// information for things controlled by other processes
	{"info_player_deathmatch",			SP_info_player_deathmatch},
	{"info_player_intermission",			SP_info_player_intermission},
	{"info_notnull",				SP_info_notnull},		// use target_position instead

	{"func_plat",					SP_func_plat},
	{"func_button",					SP_func_button},
	{"func_door",					SP_func_door},
	{"func_static",					SP_func_static},
	{"func_rotating",				SP_func_rotating},
	{"func_bobbing",				SP_func_bobbing},
	{"func_pendulum",				SP_func_pendulum},
	{"func_train",					SP_func_train},
	{"func_timer",					SP_func_timer},
	{"func_glass",					SP_func_glass},
	//{"func_wall",					SP_func_wall},

	// Triggers are brush objects that cause an effect when contacted
	// by a living player, usually involving firing targets.
	// While almost everything could be done with
	// a single trigger class and different targets, triggered effects
	// could not be client side predicted (push and teleport).
	{"trigger_always",				SP_trigger_always},
	{"trigger_multiple",				SP_trigger_multiple},
	{"trigger_push",				SP_trigger_push},
	{"trigger_teleport",				SP_trigger_teleport},
	{"1fx_teleport",				SP_trigger_teleport},
	{"trigger_hurt",				SP_trigger_hurt},
	{"trigger_ladder",				SP_trigger_ladder },

	// targets perform no action by themselves, but must be triggered
	// by another entity
	{"target_give",					SP_target_give},
	{"target_delay",				SP_target_delay},
	{"target_speaker",				SP_target_speaker},
	{"target_print",				SP_target_print},
	{"target_laser",				SP_target_laser},
	{"target_score",				SP_target_score},
	{"target_teleporter",				SP_target_teleporter},
	{"target_relay",				SP_target_relay},
	{"target_kill",					SP_target_kill},
	{"target_position",				SP_target_position},
	{"1fx_position",				SP_target_position},
	{"target_location",				SP_target_location},
	{"target_push",					SP_target_push},
	{"target_effect",				SP_target_effect},

	{"path_corner",					SP_path_corner},

	{"misc_teleporter_dest",			SP_misc_teleporter_dest},
	{"misc_model",					SP_misc_model},
	{"client_model",				SP_model_static},
	{"client_model1",				SP_model_static},
	{"misc_G2model",				SP_misc_G2model},
	{"misc_portal_surface",				SP_misc_portal_surface},
	{"misc_portal_camera",				SP_misc_portal_camera},
	{"misc_bsp",					SP_misc_bsp},
	{"terrain",					SP_terrain},
	{"func_door_rotating",				SP_func_door_rotating},
	{"door_rotating",				SP_func_door_rotating},
	{"door_sliding",				SP_func_door},

	{"model_static",				SP_model_static },
	{"nv_model",					NV_model },
	{"blocker",					NV_misc_bsp},

	{"gametype_item",				SP_gametype_item },
	{"gametype_trigger",				SP_gametype_trigger },
	{"gametype_player",				SP_gametype_player },
	{"mission_player",				SP_mission_player },

	// stuff from SP emulated
	{"func_breakable_brush",			SP_func_static},
	{"fx_play_effect",				SP_fx_play_effect},
	{"1fx_play_effect",				SP_fx_play_effect}, // internal use so we can clean it up
	{"nolower",					nolower},
	{"blocked_trigger",				NV_blocked_trigger},
	{"blocked_teleporter",				NV_blocked_Teleport},
	{"booster",					SP_booster},
	{"teleporter",					SP_teleporter},
	{"reachable_object",				SP_sun},
	{"hideseek_cage",				hideseek_cage},
	// The following classnames are instantly removed when spawned. The RMG
	// shares instances with single player which is what causes these things
	// to attempt to spawn
	{"light",					0},
	{"func_group",					0},
	{"info_camp",					0},
	{"info_null",					0},
	{"emplaced_wpn",				0},
	{"func_wall",					0},
	{"info_NPC*",					0},
	{"info_player_start",				0},
	{"NPC_*",					0},
	{"ce_*",					0},
	{"pickup_ammo",					0},
	{"script_runner",				0},
	{"trigger_arioche_objective",			0},					

	{0, 0}
};

Hope this helps.



#24587 Grouping spawns

Posted by empy on 08 August 2017 - 03:14 PM in Suggestions

Or just make do prioritize spawns.

Some more suggestions:

Add a cvar where you can choose what gametype file to use.
Add a cvar where you can choose an ent file. This way you can use one map with multiple edits.