/*QUAKED func_train_extended (0 .5 .8) ? BIDIR TOGGLE PATH_ANGLE LOOPED
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).
-------- KEYS --------
targetname: triggers may start the train
noise : sound of train moving
speed : speed of displacement of train (default 100 or overridden by speed value of path).
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- SPAWNFLAGS --------
BIDIR: bidirectional train. will move back to start after reaching the last path_corner.
TOGGLE: only makes sense together with the BIDIR flag. the train will wait at the last path_corner till it's triggered again. targetname have to be speficied.
PATH_ANGLE: the angles of each path_corner are considered.
LOOPED: start from the beginning if finished. for non-bidirectional trains the train will respawn at first path_corner and start moving if this flag is set.
-------- NOTES --------
1. Extended trains always start on in the game if no targetname is specified.
2. Extended trains have to be triggered if a targetname is specified.
3. Extended trains do not damage the player when blocked.
4. Extended trains may emit sound (see noise key).
5. Extended trains are also toggle-able if the spawnflag TOGGLE is set.
6. Extended trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
7. Extended trains may be bidirectional trains.
8. Extended trains may take the angles of path_corners into account (spawnflag PATH_ANGLE).
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "_targetname").*/
|PsY|Shio wrote:some ideas:
new path_corner (so u can even flip the train on all axes)
noise and model changeable on path_corners
keep the train speed when jumping off
player & projectile activation
dmg player each second
train as trigger_multiple, cool for catch & avoid games (teleport,kill)
train dmg + death triggering (faking boss battles)
activator for trigger_multiple (touch)
target_reset_train (teleport fail...wait for me trainy :$)
|PsY|Shio wrote:new path_corner (so u can even flip the train on all axes)
noise and model changeable on path_corners
keep the train speed when jumping off
player & projectile activation
dmg player each second
train as trigger_multiple, cool for catch & avoid games (teleport,kill)
train dmg + death triggering (faking boss battles)
activator for trigger_multiple (touch)
target_reset_train (teleport fail...wait for me trainy :$)
© 2011 q3df.org. Designed by Zeences. All Right Reserved.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Prostylize Darkgrey style by Ishimaru Design