The Forge Quake Entities
page 2 - Hipnotic entities

func_clock
description:
creates one hand of a clock
usage:
A func_clock is setup in the following way: First, the func_clock is setup with the correct values (it defaults to being a second hand - 60 seconds per revolution). The "target" of the func_clock points to the "targetname" of a rotate_object, which is the actual clock "hand". The "target" of the rotate_object points to the "targetname" of an info_rotate, which is the point about which the rotate_object "hand" will rotate.
keys/values:
"target"
"event"
"cnt"
"count"
targetname of the actual clock hand (rotate_object)
targetname of the entities to trigger when hand reaches 12
time to start at
the number of seconds it takes to make a full revolution.
(seconds is 60, minutes is 3600, hours is 43200). default is 60.
see also:
func_counter
description:
targets a func_oncount (?)
keys/values:
"target"
"count"

"wait"
"delay"
event to trigger at each increment
specifies how many times to repeat the event. If LOOP is set, it specifies
how high to count before resetting to zero. Default is 10.
length of time between each trigger. Default is 1 second.
time to wait before firing, after being switched on
flags:
toggle

loop

step

reset
random

finishcount

start_on
causes the counter to switch between an on and off state each time the
counter is triggered.
causes the counter to repeat infinitly. the counter resets to zero after
reaching the value in "count"
causes the counter to only increment when triggered. Effectively, this turns
the counter into a relay with counting abilities.
causes the counter to reset to zero when restarted
causes the counter to generate random values in the range of 1 to "count"
at the specified interval.
causes the counter to continue counting until it reaches "count" before
shutting down even after being set to an off state.
causes the counter to be on when the level starts
see also:
func_earthquake
description:
Causes an earthquake. Triggers targets.
keys/values:
"dmg" is the duration of the earthquake. Default is 0.8 seconds.
see also:
file: hipquake.zip
func_exploder
description:
Spawns an explosion when triggered. Triggers any targets.
keys/values:
"dmg"

"volume"
"speed"
specifies how much damage to cause. Negative values indicate no damage.
Default or 0 indicates 120.
volume at which to play explosions (default 1.0)
attenuation for explosions (default normal)
flags:
particles whether to spawn particles or not
see also:
func_movewall
description:
Used to emulate collision on rotating objects.
usage:
Since the func_movewall entity does not actually rotate like a normal rotating brush (it acts more like a special func_train in its movement), to make it work properly you must use more than one func_movewall per rotating brush. How many depends on the size of the brush and the number of planes the object will be rotating in. For more information on the func_movewall and its limitations, see the third Ask the Guru entry for 03/17/97, from Jim Dosé.
keys/values:
"dmg" specifies the damage to cause when touched or blocked.
flags:
visible
touch
nonblocking
causes brush to be displayed
specifies whether to cause damage when touched by player
makes the brush non-solid. This is useless if VISIBLE is not set
see also:
func_multi_exploder
description:
Spawns an explosion when triggered. Triggers any targets, size of brush determines where explosions will occur.
keys/values:
"dmg"

"delay"
"duration"
"wait"
"volume"
"speed"
specifies how much damage to cause from each explosion. Negative
values indicate no damage. Default or 0 indicates 120.
delay before exploding (Default 0 seconds)
how long to explode for (Default 1 second)
time between each explosion (default 0.25 seconds)
volume to play explosion sound at (default 0.5)
attenuation for explosions (default normal)
see also:
func_oncount
description:
Must be used as the target for func_counter. When the counter reaches the value set by count, func_oncount triggers its targets.
keys/values:
"count"
"delay"
specifies the value to trigger on. Default is 1.
how much time to wait before firing after being triggered.
see also:
func_particlefield
description:
Creates a brief particle flash roughly the size of the defining brush each time it is triggered.
keys/values:
"cnt"
"color"
"count"
"noise"
"dmg"
is the count to activate on when USE_COUNT is set.
is the color of the particles. Default is 192 (yellow).
is the density of the particles. Default is 2.
is the sound to play when triggered. Do not use a looping sound here.
is the amount of damage to cause when touched.
flags:
use_count when the activator is a func_counter, the field will only activate when count is equal to "cnt". Same as using a func_oncount to trigger.
see also:
func_pushable
description:
Pushable walls. Not quite working, but fun to play around with.
func_rotate_door
description:
Creates a door that rotates between two positions around a point of rotation each time it's triggered.
usage:
The hardest part about setting up a rotating door is getting all the "target"s and "targetname"s to match correctly. First, you have a some type of trigger (trigger_*, button, etc) with a "target" that points to the "targetname" of a func_rotate_door. The f_r_d, in turn, has a "target" which points to the "targetname" of a func_movewall (group) and a rotate_object. The rotate_object has a "target" which points to an info_rotate, which is the the spot the door will rotate around. Follow that?
keys/values:
"target"
"dmg"

"speed"
"angles"
points to a func_movewall and/or a rotate_object
specifies the damage to cause when blocked. Defaults to 2.
Negative numbers indicate no damage.
specifies how the time it takes to rotate
angle to rotate to (xz xy yz)
flags:
stayopen tells the door to reopen after closing. This prevents a trigger-once door from
closing again when it's blocked.
see also:
last page    next page
The Forge: The Official Worldcraft Editing Site - ©1997