The Forge Quake Entities
page 3 - Hipnotic entities

func_rotate_entity
description:
Creates an entity that continually rotates. Can be toggled on and off if targeted.
usage:
A rotating entity is setup exactly like a rotating door, in terms of the relation between "target"s and "targetname"s. The difference lies in the use of the "rotate" key, as opposed to the "angles" key for the rotating door.
keys/values:
"deathtype"

"rotate"
"target"
"speed"
if set with a string, this is the message that will appear when a player
is killed by the train.
is the rate to rotate (xz xy yz)
is the center of rotation
is how long the entity takes to go from standing still to full speed
and vice-versa
flags:
toggle
start_on
allows the rotation to be toggled on/off
whether the entity is spinning when spawned. If TOGGLE is 0, entity can be
turned on, but not off
see also:
func_rotate_train
description:
Much like a func_train or a func_train2, with the added ability to rotate, and uses path_rotates instead of path_corners.
usage:
A rotating train is setup the same way the other rotating entites are set up. However, the placement of the func_rotate_train entity determines how it will align to the path_rotate entities. When setting up the path_rotate path, keep in mind that the train will position itself with the func_rotate_train in the same position as the path_rotate. If the train is the target of a button or trigger, it will not begin moving until activated. The func_rotate_train entity is the center of rotation of all objects targeted by it. There is more information about rotating trains in the log for the 03/23/97 WCU class.
keys/values:
"path"
"deathtype"
"speed"
"dmg"
specifies the first path_rotate and is the starting position.
if set with a string, this is the message that will appear when a player
speed of train. default 100.
damage to player when blocking train. default 0.
see also:
Rubble
description:
func_rubble
func_rubble1
func_rubble2
func_rubble3
Spawns random sized rubble when triggered.
Spawns small sized rubble when triggered.
Spawns medium sized rubble when triggered.
Spawns large sized rubble when triggered.
flags/values:
"count"  is the number of pieces of rubble to spawn. Default is 1.
see also:
file: hipquake.zip
func_spawn & func_spawn_small
description:
This will spawn a thing upon being used. The thing that is spawned depends upon the value of "spawnfunction". func_spawn_small is a smaller version of func_spawn, functionally the same.
usage:
The angles, target and all flags are passed on to the spawned object. Think of it like setting up a normal entity. Once the spawn entity is set up, it must be triggered to activate it. If "spawnfunction" is unspecified a random monster is chosen as follows:

50% - dog
30% - ogre
12% - fiend
5% - zombie
3% - shambler
keys/values:
"spawnclassname"
"spawnfunction"
"spawnsilent"
"spawnmulti"
should contain the same value as "spawnfunction".
classname of the object ot be spawned (ie: monster_army)
set this to none 0 if you want a silent spawn.
set this to 1 if you want this spawn to be reoccuring.
flags:
All flags are passed to the spawned entity, and therefore depend on what is being spawned.
func_togglewall
description:
Creates a invisible wall that can be toggled on and off.
keys/values:
"dmg"  is the amount of damage to cause when touched.
flags:
start_off: wall doesn't block until triggered.
func_train2
description:
This is a modification of the standard func_train entity. It is functionally equivalent, except that it removes a slight delay that would occur after each path entry, and it adds a speed variable to the path_corner entity. There is more info about func_train2 use in the 04/06/97 WCU map/bsp.
usage:
A func_train2 is set up exactly the same as a func_train. The main differences are in the movement (which is smoother), and the added functionality of the path_corner entity.
keys/values:
"target"
"speed"
"dmg"
targets first path_corner
default 200.
default 0.
see also:
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