The Forge Quake Entities
page 5 - Hipnotic entities

path_follow & path_follow2
description:
path_follow - variable sized
path_follow2 - fixed sized

Monsters will stop what they are doing and follow to the target. This forces monsters to change direction, unless there enemy is in sight.
path_rotate
description:
Path for a func_rotate_train.
usage:
Place in a path, like you would if you were placing path_corners for a func_train.
keys/values:
"angles"
"rotate"
"event"
"speed"
"wait"
(xz xy yz) rotate in the plane specified, to an exact angle (set angles flag)
(xz xy yz) rotate in the plane specified, at the rate specified (set rotation flag)
target to trigger when train arrives at path_rotate
sets speed of train
amount of time to wait before going to next path_rotate.
flags:
rotation
angles


stop
no_rotate
damage
movetime

set_damage
tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.
tells train to rotate to the angles specified by "angles" while traveling to
this path_rotate. Use values < 0 or > 360 to guarantee that it turns
in a certain direction. Having this flag set automatically clears any rotation.
tells the train to stop and wait to be retriggered
tells the train to stop rotating when waiting to be triggered.
tells the train to cause damage based on "dmg".
tells the train to interpret "speed" as the length of time to take moving
from one corner to another.
tells the train to set all targets damage to "dmg"
see also:
play_sound
description:
play a sound on a periodic basis
keys/values:
"volume"
"noise"
"wait"
"delay"
"impulse"
"speed"
how loud (1 default full volume)
sound to play
random time between sounds (default 20)
minimum delay between sounds (default 2)
channel on which to play sound (0-7) (0 automatic is default)
attenuation factor
see also:
play_sound_triggered
description:
play a sound when triggered
keys/values:
"volume"
"noise"
"impulse"
"speed"
how loud (1 default full volume)
sound to play
channel on which to play sound (0-7) (0 automatic is default)
attenuation factor
flags:
toggle: determines whether sound should be stopped when triggered again
see also:
random_thunder
description:
plays thunder sound
"wait"
"delay"
"volume"
"speed"
random time between strikes (default 20)
minimum delay between strikes (default 2)
how loud (1 default full volume)
attenuation factor
see also:
random_thunder_triggered
description:
plays thunder sound when triggered
"volume"
"speed"
how loud (1 default full volume)
attenuation factor
flags:
toggle: determines whether sound should be stopped when triggered again
see also:
rotate_object
description:
This defines an object to be rotated. Used as the target of func_rotate_door.
see also:
trap_gods_wrath
description:
targets enemies in vicinity and fires at them (when triggered)
keys/values:
"dmg"
"duration"
"distance"
"delay"

"count"
how much damage lightning should inflict (5 default)
how long each lightning attack should last (continuous default)
how far god's wrath should reach (600 default)
how long to wait until god calms down this is only needed if
no one is targetted (5 seconds default)
number of people to target (2 default)
flags:
targetenemies: target enemies as well (?)
see also:
trap_gravity_well
description:
Targets enemies in vicinity and draws them near, gibbing them on contact.
keys/values:
"distance"
"count"
"speed"
"dmg"
how far the gravity well should reach (600 default)
number of people to target (2 default)
is how strong the pull is. (210 default)
is how much damage to do each touch. (10000 default)
flags:
targetenemies
underwater
target enemies as well (?) cuts the pull in half for players wearing the wetsuit
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