======================================================= == MEGA-TF Entity Additions List as of: 1.1.99 == ======================================================= Please note that these enteties will only function in MegaTF but will not prevent a non-MegaTF server from loading and running the map which these may have been included into... however the server's console will report that unknown enteties were found. (no biggie) TEAM GUARD DOGS: ================ { "origin" "-276 -712 24" THE ORIGIN OF THE DOG "angle" "45" DIRECTION DOG IS FACING "classname" "monster_dog" THE ENTITY CLASSNAME "team_no" "1" THE TF TEAM THE DOG BELONGS TOO } MONSTER FISH: ============= { "origin" "-276 -712 24" THE ORIGIN OF THE FISH (must be in water) "angle" "45" DIRECTION FISH IS FACING "classname" "monster_fish" THE ENTITY CLASSNAME } STANDARD ZOMBIES: (crucified zombies work also) ================= { "origin" "-276 -712 24" THE ORIGIN OF THE ZOMBIE "angle" "45" DIRECTION ZOMBIE IS FACING "classname" "monster_zombie" THE ENTITY CLASSNAME } MOVING LIGHTS: ============== { "classname" "light_move" THE ENTITY CLASSNAME "target" "move1" PATH_CORNER TO MOVE TO "effects" "4" BRIGHTLIGHT = 4, DIMLIGHT = 8 "speed" "1024" SPEED TO TRAVEL AT "origin" "2958 0 74" ORIGIN WITHIN MAP } { "classname" "path_corner" <======= A sample path corner to go to "targetname" "move1" "speed" "10000" (a speed of 10000 removes the 0.1 second delay) "target" "move2" "origin" "2964 10 55" } EFFECT_BURNER: A PULSING SET OF MILD EXPLOSIONS AND FLAMES ============== (with randomization for burns) { "classname" "effect_burner" "origin" "214 1035 -260" } EFFECT_AIRBURST: EXPLOSIONS IN THE AIR (or ground) RANDOMIZED ================ LOCATIONS ON A HORIZONTAL PLANE WITHIN 300 QUAKE UNITS IN ANY AND ALL DIRECTIONS. { "classname" "effect_airburst" "origin" "470 -1200 700" } EFFECT_STROBE: A QUICK FLASHING STROBE LIGHT LIKE AIRPORT ================ RUNWAYS HAVE LINED UP ON THE SIDES. { "classname" "effect_strobe" "origin" "470 -1200 700" "height" Flash evey 2 + 'height' seconds. ie: 3 } would actually flash ever 5 seconds. EFFECT_ROCKFALL: A TRIGGER ENTITY WHICH PLAYS THE SOUND OF ================ LOOSE ROCKS FALLING (and if a 'height' { is defined... a water splash will follow. "classname" "effect_rockfall" "origin" "470 -1200 700" "height" 120 = 1 second delay befor playing water splash } (leave 'height' null for no splash sound. EFFECT_LIGHTNING: RANDOM FLASHES OF LIGHT AND THUNDERSOUND ================= (place 1 or more in open areas outside up { high and maybe near walls so the lightning "classname" "effect_lightning" reflects off surfaces) "origin" "470 -1200 700" "spawnflags" "512" <========== this number is the range the ligntning } will cover... ie: 512x512. Place high in sky. EFFECT_SNOW: SNOWFALL ============ (place 1 or more in open areas outside up high.) { Note: This creates a high number of enteties so "classname" "effect_snow" do not use in levels with many enteties. "origin" "470 -1200 700" "spawnflags" "64" <========== this number is the range the snow } will cover... ie: 64x64. Place high in sky. EFFECT_RAIN: RAINFALL (same as snow but faster falling) ============ (place 1 or more in open areas outside up high.) { Note: This creates a high number of enteties so "classname" "effect_rain" do not use in levels with many enteties. "origin" "470 -1200 700" "spawnflags" "64" <========== this number is the range the rain } will cover... ie: 64x64. Place high in sky. TRAP_SPIKESHOOTER: STANDARD LASER or NAIL SHOOTING TRAP EXCEPT ================== WHEN USED WITH "SPAWNFLAGS" of "4" ROCKETS { "classname" "trap_spikeshooter" "origin" "-969 -1734 -281" "targetname" "shoot" "spawnflags" "4" <========== LAUNCHES ROCKETS "angle" "19" } YOUR OWN CUSTOM AMBIENT SOUND! Thanks to Decker for the idea! ============================== { "classname" "ambient_sound" "origin" "-3560 816 -100" "noise" "misc/mysound.wav" <==== name of WAV file (MUST BE A LOOPING WAV FILE!) "volume" "0.5" (half volume) Volume is from 0.0 to 1 (must include the 0.# for } less-than full volumes) AMBIENT REPEATING SOUND AT A RANDOM RANGE INTERVAL =================================================== { "classname" "effect_randon_sound" "origin" "-3560 816 -100" "noise" "misc/mysound.wav" <==== name of WAV file (NON-LOOPING WAV FILE) "volume" "0.5" (half volume) Volume is from 0.0 to 1 "option" Minimum delay to wait before replaying sound. "option2" Maximuim delay to wait before replaying sound. } ADDITIONAL AMBIENT SOUNDS ========================= AMBIENT_WEAPONFIRE RANDOMIZED PLAY OF 5 BATTLEFIELD WAR SOUNDS CONTINOUSLY WITH A RANDOM DELAY BETWEEN EACH. { (for best effect, place several around area) "classname" "ambient_weaponfire" "origin" "-3560 816 -100" } AMBIENT_JUNGLE THE SOUND OF JUNGLE BIRDS/ANIMALS { "classname" "ambient_jungle" "origin" "-3560 816 -100" } AMBIENT_DIESEL THE SOUND OF A DIESEL ENGINE IDLEING { (ie: a truck) "classname" "ambient_diesel" "origin" "100 400 -90" } AMBIENT_CHOPPER THE SOUND OF A HELICOPTER HOVERING { "classname" "ambient_chopper" "origin" "100 400 -90" } AMBIENT_MEADOW THE LIGHT SOUND OF BIRDS { "classname" "ambient_meadow" "origin" "100 400 -90" } AMBIENT_NIGHTPOND THE SOUND OF FROGS AND CRICKETS { "classname" "ambient_nightpond" "origin" "100 400 -90" } AMBIENT_BROOK THE SOUND OF RUSHING WATER OVER ROCKS { "classname" "ambient_brook" "origin" "100 400 -90" } AMBIENT_ALERT THE "RED ALERT" USED IN STAR TREK { "classname" "ambient_alert" "origin" "100 400 -90" } AMBIENT_ONBOARD THE RUMBELING SOUND OF BEING ONBOARD { AS (SPACE)SHIP OR VEHICLE. "classname" "ambient_onboard" "origin" "100 400 -90" } AMBIENT_ROCKET_ENGINE THE LOUDER RUMBELING SOUND OF BEING { ONBOARD BUT NEAR ENGINE. "classname" "ambient_rocket_engine" "origin" "100 400 -90" } AMBIENT_HIGH_WIND A HIGH WIND SOUND EXCELLENT FOR TUNDRA, { HIGH MOUNTAINS OR NEAR OCEAN. "classname" "ambient_high_wind" "origin" "100 400 -90" } AMBIENT_CHANT A MYSTICAL CHANTING OF THE GODS, GREAT { FOR WITHIN TEMPLES OR TOMBS. "classname" "ambient_chant" "origin" "100 400 -90" } AMBIENT_ICE_MOVING THE RUMBELING OF A GLACIER, OR COULD { CRACKING ROCKS OR VULCANIC ACTIVITY. "classname" "ambient_onboard" "origin" "100 400 -90" } AMBIENT_OCEAN THE SOUND OF WAVES SURGING ON A BEACH { "classname" "ambient_ocean" "origin" "100 400 -90" } AMBIENT_EERIE THE SOUND OF CAVERN WITH CONSTANT WIND { "classname" "ambient_eerie" "origin" "100 400 -90" } AMBIENT_LAVAPIT THE SOUND OF BOILING LAVA W/ STEAM { "classname" "ambient_lavapit" "origin" "100 400 -90" } AMBIENT_PEAKWIND THE SOUND OF WHISTELING WIND { "classname" "ambient_peakwind" "origin" "100 400 -90" } AMBIENT_FLAGFLAP THE SOUND OF A FLAG BEING WHIPPED IN THE WIND { "classname" "ambient_flagflap" "origin" "100 400 -90" } ADDITIONAL DOOR SOUNDS ========================= { "classname" "func_door" THE ENTITY CLASS NAME "model" "*1" ? "sounds" "3" SOUND TO BE PLAYED ON NON MEGA-TF SERVERS "angle" "180" ? "armorclass" "1" TELLS MEGA-TF SERVERS TO PLAY AN ALTERNATE } SOUND. If an armorclass of "1" the squeaking wooden door sound is used for opening and the clank of a metal hasp or knocker is heard apon closing. If an armorclass of "2" the squeaking metal door sound is used for opening and the rattle of loose metal parts is heard apon closing. If an armorclass of "3" the electric door sound is used for opening and the complimenting sound is heard apon closing. BSP ADDITIONS: ============== func_glass Tie to a brush for a solid glass pane. "health" If > 0 the glass is breakable by damage. "target" Can be moveable like a train. "noise" Start motion sound if moveable. "noise1" End of motion sound if moveable. func_rotate_entity By Jim Dose' Creates an entity that continually rotates. Can be toggled on and off if targeted. TOGGLE allows the rotation to be toggled on/off START_ON wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off. deathtype If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train. rotate is the rate to rotate. target is the center of rotation. speed is how long the entity takes to go from standing still to full speed and vice-versa. func_rotate_door Creates a door that rotates between two positions around a point of rotation each time it's triggered. "dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage. "speed" specifies how the time it takes to rotate "sounds" 1) medieval (default) 2) metal 3) base For more specific information on the rotation, examine the rotating 'train' and tank turrets in the MegaTF map 'FrontLine'. PLEASE NOTE: ============ Bio-suits are the ultimate protection from the dreaded Mega-TF's Toaster weapon... by adding bio-suits to your maps this greatly assists players resist the electrocution from Toasters. ==== more will be added =====