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:
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func_counter |
description:
targets a func_oncount (?)
keys/values:
func_oncount, file: hipquake.zip
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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
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func_exploder |
description:
Spawns an explosion when triggered. Triggers any targets.
keys/values:
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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:
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func_multi_exploder |
description:
Spawns an explosion when triggered. Triggers any targets, size of brush determines where explosions will occur.
keys/values:
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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:
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func_particlefield |
description:
Creates a brief particle flash roughly the size of the defining brush each time it is triggered.
keys/values:
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func_pushable |
description:
Pushable walls. Not quite working, but fun to play around with.
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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:
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