OpenArena's Mapping manual |
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Prologue • Pre-mapping stage (Map gameplay) • Choosing an editor • Your first map • Brush manipulation (2D/3D clipping) • Curve manipulation • Textures • Introduction to Entities • Lighting (Advanced lighting) • Weapon/Item placement • Triggers and movers (Dynamic features) • Shaders • Terrains and liquids • Mapmodels • Sounds • Gametype support • Optimization and Troubleshooting (Hint brushes • Bot play • Troubleshooting) • Final touches • Compilation & packaging |
Glossary of terms • Advanced features • Modelling a map • Editor differences • Default assets (Textures/Models/Sounds) • GPL |
Here we're going to mention the utilities of the func_*, target_* and trigger_* entities. Practical examples such as portals and teleporters are explained in the Creating dynamic features page.
func_* entities have a wider variety of game purposes than other entity classes. They're sometimes represented by simple function boxes, though some of them are built out of brushes, patches and models. These constructions are sometimes called "b_models", though for many of them the word "mover" works as well, since they are made to be moving objects in the game world.[1]
The func_group entity is already explained in the Brush manipulation page. The func_static entity will be explained in the Additional gametype support page [NOTE: both not done yet!!!].
func_bobbing[]
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.[1] Used for moving decoration (such as pumps) or moving platforms such as those of the official Q3 map q3dm19.
Keys[]
- speed: amount of time in seconds for one complete oscillation cycle (default 4).
- height: sets the amount of travel of the oscillation movement (default 32).
- phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
- noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of sound and .md3 model included with entity.[2]
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player (bot play) mode.
Spawnflags[]
- X_AXIS: entity will bob along the X axis.
- Y_AXIS: entity will bob along the Y axis.
func_button[]
Used for pressable button creation. When a button is touched by a player, it moves in the direction set by the "angle" key, then triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again.[1] Depending from settings used, it can be triggered by user push (default) or by weapon fire. If necessary, you may place "item_botroam" entity near it to make bots push the button more often.
Keys[]
- angle: determines the direction in which the button will move (up = -1, down = -2).
- target: all entities with a matching targetname will be triggered.
- speed: speed of button's displacement (default 40). Speed is in game units per second.
- wait: number of seconds button stays pressed (default 1, -1 = return immediately).
- lip: lip remaining at end of move (default 4 units).
- health: if set to a non-zero value, the button must be damaged by "health" amount of points to operate. NOTE: Despite this description, it looks like that, if set to a non-zero value, in reality the button operates when receiving any amount of damage!
While you can more or less exhort bots into randomly pressing buttons by placing item_botroam entities next to them, probably little to nothing can be done to persuade bots into shooting buttons.[3] - light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of .md3 model included with entity.[2]
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
func_door[]
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted on it. Doors move a distance equal to their dimension along the selected angle of travel, minus the "lip" key value.[1]
Keys[]
- angle: determines the opening direction of door (up = -1, down = -2).
- speed: determines how fast the door moves (default 100). Speed is in game units per second.
- wait: number of seconds before door returns (default 2, -1 = return immediately).
- lip: lip remaining at end of move (default 8).
- targetname: if set, a func_button or trigger is required to activate the door.
- health: if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).
- dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
- team: assign the same team name to multiple doors that should operate together.
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes. (default 1 1 1).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of .md3 model included with entity.[2]
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- START_OPEN: the door will spawn in the open state and operate in reverse.
- CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
func_pendulum[]
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Contact with the pendulum instantly kills a player.[1]
Keys[]
- angle: angle offset of axis of rotation from default X axis (default 0/360).
- speed: angle of swing arc in either direction from initial vertical position (default 30).
- phase: sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
- noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0").[2]
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
func_plat[]
This is a rising platform that a player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. Used for moving platforms such as elevators. To avoid problems with bots running underneath, the platform has to fill the space to the ground, with its solid brushes or including bot clip or player clip brushes.[1]
Keys[]
- speed: determines how fast the plat moves (default 150) in game units per second.
- lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
- height: if set, this will determine the total amount of vertical travel of the plat.
- dmg: damage to inflict on a player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.
- targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of .md3 model included with entity.[2]
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
func_rotating[]
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.[1] Used for rotating decorations (such as clock's ticks) or platforms. Bear in mind that players standing on a rotating object do not have a smooth view; in OA3 it will be smoother, but all previous mods will continue to use the old, worse look, so use with caution.
Keys[]
- speed: determines how fast entity rotates (default 100).
- noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0").
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- X_AXIS: entity will rotate along the X axis.
- Y_AXIS: entity will rotate along the Y axis.
func_timer[]
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.[1]
Keys[]
- wait: delay in seconds between each triggering of its targets (default 1).
- random: random time variance in seconds added or subtracted from "wait" delay (default 0).
- target: this points to the entities to trigger.
- targetname: a func_button or trigger that points to this will toggle the timer on/off when activated.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- START_ON: timer will start on in the game and continuously fire its targets.
Considerations[]
- When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
func_train[]
Trains are moving solids that follow a string of path_corner entities. Trains in OA are very basic, they also require an origin brush.[1]
Keys[]
- speed: speed of displacement of train (default 100 or overridden by speed value of path).
- target: this points to the first path_corner of the path which is also the spawn location of the train's origin.
- model2: path/name of model to include.
- origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity.[2]
- light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
- color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
misc_model[]
It's explained better in the mapmodels page.
misc_portal_camera[]
Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction.[4]
Keys[]
- angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
- target: point this to a target_position entity to set the camera's pointing direction.
- targetname: a misc_portal_surface portal surface indicator must point to this.
- roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- SLOWROTATE: makes the portal camera rotate slowly along the axis of camera to target or (selected direction).
- FASTROTATE: makes the portal camera rotate faster along the axis of camera to target or (selected direction).
misc_portal_surface[]
Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors.[4]
Keys[]
- target: point this to a misc_portal_camera that "sees" the view you want to display on the portal.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
misc_teleporter_dest[]
Teleport destination location point for trigger_teleporter entities. A "target_position" can also be used for this. [4]
Keys[]
- angle: direction in which player will look when teleported.
- targetname: make the trigger_teleporter point to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
path_corner[]
Path corner entity that define the routes that func_trains can be made to follow.[4] The train has to target the first corner, then each corner has to target the next one, to finally return to the first corner.
Keys[]
- target: point to next path_corner in the path.
- targetname: the train following the path or the previous path_corner in the path points to this.
- speed: speed of func_train (in game units per second) while moving to the next path corner. This will override the speed value of the train.
- wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Shooters[]
The entities shooter_grenade, shooter_plasma and shooter_rocket will shoot a grenade, plasma ball or rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity.[4]
Keys[]
- angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply.
- targetname: activating trigger points to this.
- target: this points to a target_position entity for aiming the grenades/plasma/rockets (instead of using "angles" key).
- random: random aiming variance in degrees from the straight line to the targeted entity (default 0).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_delay[]
The target_delay trigger is an intermediary time delay trigger. Like a target_relay (see below), this can only be fired by other triggers which will, in turn, cause it to fire its own targets.[5]
Keys[]
- targetname: activating trigger points to this.
- target: this points to entities to activate when this entity is triggered.
- wait: delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1).
- random: random time variance in seconds added or subtracted from "wait" delay.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_give[]
This is used to give ammo, weapons, health or items to the player who activates it.[5]
Keys[]
- target: this points to the item(s) to give when activated.
- targetname: activating trigger or spawn entity points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_kill[]
This will kill the player who activates the trigger that fires this target.[5]
Keys[]
- targetname: the activating trigger points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_location[]
Location marker shown in "team that/team orders" text messages and "team overlay" table in the course of Team-based games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.[5]
Keys[]
- message: name of the location (text string). Displayed in parentheses in front of all team chat and order messages, and in "team overlay" table (if enabled). Shorter is better ("team overlay" table shows its first 16 characters only).
- count: color of the location text displayed in parentheses during team chat. Set to 0-7 for color. Selected color is used in team chat text, but ignored in team overlay" table.
- 0: white (default)
- 1: red
- 2: green
- 3: yellow
- 4: blue
- 5: cyan
- 6: magenta
- 7: white
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_position[]
This is an aiming target for entities like light, misc_portal_camera, and trigger_push (jump pads and launch pads) in particular.[5]
Keys[]
- targetname: the entity that requires an aiming direction points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_print[]
This will print a message on the center of the screen when triggered. By default, all the clients will see the message.[5]
Keys[]
- message: text string to print on screen.
- targetname: the activating trigger points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- REDTEAM: only the red team players will see the message.
- BLUETEAM: only the blue team players will see the message.
- PRIVATE: only the player that activates the target will see the message.
target_push[]
Similar to trigger_push, but this one isn't recommended for creating jumppads and launchpads. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.[5]
The sound it plays by default is "windfly", which does not exist in either Q3A or OpenArena 0.8.8. So this ends up to hearing a "beep" in Q3A and no sound in OA, and a yellow warning message appearing in console when the push is open. This does not happen in case "bouncepad" flag is set, as it plays an existing file instead.
Keys[]
- angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.
- speed: speed of push (default 1000 game units per second). Has no effect if entity targets an aiming entity.
- targetname: the activating trigger points to this. Push originates from the location of the trigger.
- target: this points to the aiming entity to which the player will jump.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- BOUNCEPAD: if set, trigger will play bounce noise (similar to trigger_push, but without the character's voice) instead of "windfly" noise when activated.
target_relay[]
This can only be activated by other triggers, which will, in turn, cause it to activate its own targets. Use this when you need to split off targeting functions along separate paths.[5]
Keys[]
- targetname: activating trigger points to this.
- target: this points to entities to activate when this entity is triggered.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- RED_ONLY: only red team players can activate trigger.
- BLUE_ONLY: only red team players can activate trigger.
- RANDOM: one of the targeted entities will be triggered at random.
target_remove_powerups[]
This takes away all item_* type powerups from player except health and armor (holdable_* items are not taken away either). This must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession.[5]
Keys[]
- targetname: activating trigger points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_score[]
This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points.[5]
Keys[]
- targetname: activating entity points to this.
- count: number of frag points to give to player (default 1).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
target_speaker[]
Sound generating entity that plays .wav or .ogg files (see Notes). Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.[5]
Keys[]
- noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes - .wav extension is optional, and .ogg extension must be omitted).
- wait: delay in seconds between each time the sound is played ("random" key must be set).
- Random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set).
- targetname: the activating button or trigger points to this.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered).
- LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered).
- GLOBAL: sound will play full volume throughout the level. Can't be combined with looping.
- ACTIVATOR: sound will play only for the player that activated the target. Can't be combined with looping.
Notes[]
- Very important: sound files to be used with target_speaker have to be in MONO format: if you would use a stereo sound instead, it would be played at half speed and truncated! This does not apply to map background music set in worldspawn.
- Even if you use an .ogg file, remember that what you type in "noise" key has to end with .wav or no extension, NOT with .ogg. If you type /sound/mysounds/sound1 or /sound/mysounds/sound1.wav, in both cases the game will automatically search for sound1.wav and for sound1.ogg... but if you type /sound/mysounds/sound1.ogg, the game would search for sound1.ogg.wav and for sound1.ogg.ogg!
- 32 bit PCM wav files are not supported.
- Files in .wav format should work with any version of the game, but are uncompressed and may take a lot of space. Files in .ogg format are much smaller, but would not work with Quake 3 Arena, and with very, very old versions of OpenArena (official 0.8.x binaries or later are surely OK. For unofficial binaries, we can't tell.). So you should be able to use .ogg safely enough if you plan a map for OpenArena.
- In "noise" key, it is possible to use "*" as the path, to make the game search for character-specific sounds depending from the model used by the player which triggers the sound (e.g. *falling1.wav: if your current model is Assassin, it will search for sound/player/assassin/falling1.wav).
- In OpenAL sound mode, sounds are blocked by VIS optimization (the mechanism which prevents the engine from rendering parts of the map that the player cannot reach, to save resources), which means players might experience sounds abruptly start or stop as they move or look around! Test carefully!
target_teleport[]
Activating this will teleport players to the location of the targeted misc_teleporter_dest entity (target_position can also be used). Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. [5]
Keys[]
- targetname: activating trigger points to this.
- target: this must point to a misc_teleporter_dest entity.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
trigger_always[]
Entity which activates itself as soon as the game starts.[6][7]
Keys[]
- target: this points to the entity to activate.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
trigger_hurt[]
Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast) by default.[7] A sizzling sound is also played while the player is being hurt.[6] Mostly used near torches to simulate burning fire, and for death pits to cause instant death. Battle suit powerup cuts its damage in half.
Keys[]
- dmg: number of points of damage inflicted to player per server frame (default 5 - integer values only).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Spawnflags[]
- START_OFF: if set, the trigger will initially start off in the game.
- SILENT: supresses the sizzling sound while player is being hurt.
- NO_PROTECTION: player will be hurt regardless of protection (see Notes).
- SLOW: changes the damage rate to once per second.
trigger_multiple[]
Variable size repeatable trigger.[7] It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it.[6]
Keys[]
- target: this points to the entity to activate.
- targetname: activating trigger points to this.
- wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
- random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
trigger_push[]
This is used to create jump pads and launch ramps.[7] It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.[6]
Keys[]
- target: this points to the target_position to which the player will jump.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
trigger_teleport[]
Touching this will teleport players to the location of the targeted misc_teleporter_dest or target_position entities.[7] This entity allows client prediction of events. It is the preferred method.[6]
Keys[]
- target: this must point to a misc_teleporter_dest entity or a target_position entity.
- notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
- notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
- notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Notes[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 GTKR Manual, Appendix B2
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
- ↑ It looks like Q3TOURNEY6 bots behavior is hard coded in source code! [See here https://github.com/OpenArena/gamecode/blob/fc2be28566c7f666a355ee0500ef2147eef8ad8f/code/game/ai_dmq3.c#L3736].
- ↑ 4.0 4.1 4.2 4.3 4.4 GTKR Manual, Appendix B6
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 GTKR Manual, Appendix B7
- ↑ 6.0 6.1 6.2 6.3 6.4 GTKR Manual, Appendix B7
- ↑ 7.0 7.1 7.2 7.3 7.4 For reliable internet play, make any trigger which can be passed through at least 32 game units deep.
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