button_target, trigger_changelevel, trigger_transition: doc improvements
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@ -21,7 +21,7 @@ typedef enumflags
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BUTTA_TEXON /**< Button texture starts in the **ON** state. */
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BUTTA_TEXON /**< Button texture starts in the **ON** state. */
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} sf_button_target_t;
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} sf_button_target_t;
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/*!QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
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/*!QUAKED button_target (0 .5 .8) ? USE TEXTURE_ON
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# OVERVIEW
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# OVERVIEW
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Non-moving button that can either be used by hand, or shot.
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Non-moving button that can either be used by hand, or shot.
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@ -31,8 +31,8 @@ Non-moving button that can either be used by hand, or shot.
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- "delay" : Time in seconds until target is triggered.
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- "delay" : Time in seconds until target is triggered.
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# SPAWNFLAGS
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# SPAWNFLAGS
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- BUTTA_USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
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- USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
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- BUTTA_TEXON (2) : Texture choices will be inverted in case multiple frames exist.
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- TEXTURE_ON (2) : Texture choices will be inverted in case multiple frames exist.
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# TRIVIA
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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This entity was introduced in Half-Life (1998).
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@ -14,28 +14,19 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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*/
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/*!QUAKED trigger_changelevel (.5 .5 .5) ? LC_NOINTERMISSION LC_USEONLY
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vector g_landmarkpos;
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/*!QUAKED info_landmark (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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# OVERVIEW
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When a Landmark is specified, you will have to position two info_landmark
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Defines a shared point between two levels. Used for level transitions, such
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entities across your two levels with the same name. They'll mark a translation
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as the ones produced by a trigger_changelevel.
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point for the coordinates in your levels.
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# KEYS
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# KEYS
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- "targetname" : Name
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- "targetname" : Name
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- "map" : Next .bsp file name to transition to.
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- "landmark" : Landmark name to target.
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- "changedelay" : Time in seconds until the transition happens.
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# SPAWNFLAGS
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- LC_NOINTERMISSION (1) : Don't show intermission cam (unimplemented).
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- LC_USEONLY (2) : Can't activate through touching, only via triggers.
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# TRIVIA
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# TRIVIA
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This entity was introduced in Quake (1996).
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This entity was introduced in Half-Life (1998).
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*/
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*/
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vector g_landmarkpos;
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class
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class
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info_landmark:NSPointTrigger
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info_landmark:NSPointTrigger
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{
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{
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@ -80,6 +71,36 @@ ChangeTarget_Activate(void)
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foo.TemporaryTimer(self, Finalize, cvar("_bsp_changedelay"), false);
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foo.TemporaryTimer(self, Finalize, cvar("_bsp_changedelay"), false);
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}
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}
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/*!QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION TRIGGER_ONLY
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# OVERVIEW
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A trigger volume that initiates a level change, from one map to the next.
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It can be used in combination with info_landmark and trigger_transition
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to define a shared point and a transition area for entities respectively.
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# KEYS
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- "targetname" : Name
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- "map" : Next .bsp file name to transition to.
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- "landmark" : Landmark name to target.
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- "changedelay" : Time in seconds until the transition happens.
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# INPUTS
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- "ChangeLevel" : Triggers the level to change.
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# OUTPUTS
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- "OnChangeLevel" : Fired when the level changes.
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# SPAWNFLAGS
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- NO_INTERMISSION (1) : Don't show intermission cam (unimplemented).
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- TRIGGER_ONLY (2) : Can't activate through touching, only via triggers.
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# NOTES
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When a Landmark is specified, you will have to position two info_landmark
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entities across your two levels with the same name. They'll mark a translation
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point for the coordinates in your levels.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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class
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trigger_changelevel:NSBrushTrigger
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trigger_changelevel:NSBrushTrigger
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{
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{
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@ -17,16 +17,18 @@
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/*!QUAKED trigger_transition (.5 .5 .5) ?
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/*!QUAKED trigger_transition (.5 .5 .5) ?
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# OVERVIEW
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# OVERVIEW
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Defines level transition regions.
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Defines level transition regions.
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All entities touching this volume would carry across to the next level.
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All entities touching this volume will carry across to the next level.
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# KEYS
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# KEYS
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- "targetname" : Name
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- "targetname" : Name
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# NOTES
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# NOTES
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In order for this entity to work, you have to assign a working info_landmark entity to your trigger_changelevel, and give this entity the same targetname as said landmark.
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In order for this entity to work, one has to assign a working info_landmark entity to a trigger_changelevel, and give this entity the same targetname as said landmark.
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If you don't assign a transition, no entities will carry over currently. This is not accurate to vanilla behaviour in Half-Life but should mirror what Source does.
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In GoldSrc games, it appears that every point-entity that's part of the current PVS (mostly the 'room' and attached path-ways you're currently in) carries over to the next level - if a trigger_transition is not defined.
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In Half-Life, everything as part of the current PVS seems to carry over. This is probably not what you want to ever do, especially in large outdoor maps.
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This is probably not what you want to ever do, especially in large outdoor maps where the 'room' is the entire map.
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You can also have more than one trigger_transition with the same name, so if any entity is in any of them they will move with the player across the desired level.
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# TRIVIA
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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This entity was introduced in Half-Life (1998).
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