Standalone entities
worldspawn | Everything in your map that isn't some other entity, is basically a part of "worldspawn". You can select any normal brush and change the key values for the worldspawn. Think of it as the place for global settings for your map. - rockets: The start amount of rockets for the player.
- -2 = default, will be unlimited unless you have placed trigger_give entities in the map. In which case the player spawns with 0.
- -1 = unlimited.
- 0 = none. Set e.g. rockets to 0 for a plasma-only map.
- 1 or higher = the player spawns with this amount of rockets.
- plasma: Gives this amount of plasma shots the player spawns with. Same -2 etc values goes for this as for above.
- ambient: The general "brightness" of the map. Defaults to 80. Touching this is rarely a good idea.
- Surfacelight: How much light the skybox gives. Default is 200. Changing this can often be nice! If you have a large skybox, you'd generally need a higher value. Genesis uses 800 or something like that. Hupo-worm uses 150 because of a relatively low height skybox.
- autolight: HUsed to automatically give light to the map. It's always enabled by default and can be disabled by setting this to 0. The default value is: 240 240 255 1024 100 100 140 and the values mean <r g b> <emulated distance> <intensity> <flat ground intensity> <flat walls intensity>
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player_start | Spawns a player at this position. Players will always spawn on the ground below the player_start entity. |
run_shoot_blue run_shoot_yellow run_shoot_red
| Shootpoints! Blue takes 1 hit, yellow takes 2, and red takes 3. |
target_position | Used for trigger_push to set the direction the player will be pushed in. |
teleport_destination | Target for a trigger_teleport |
func_static
| Currently just used for grouping brushes together. You can also use layers for this. |
Trigger entities
Trigger entities are created by creating a brush, applying the common/trigger texture to it, then making it into any of the entities below. Most are directly available
trigger_run_start | Starts a timerun. - checkpoints: sets minimum required checkpoints. For a checkpoint-only run this means the last checkpoint you hit will act as a stoptimer.
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trigger_run_checkpoint | A checkpoint for at timerun. Per default all of these are required to pass through before the stoptimer will "activate", unless it's a free run or you set the "checkpoints" key on the start or stoptimer. |
trigger_run_stop | Stops a timerun. - checkpoints_reversed: sets minimum required checkpoints for a reversed run.
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trigger_give | Gives or takes away stuff from the player. Currently only weapon ammunition. - rockets: Gives this amount of rockets to the player.
- plasma: Gives this amount of plasma shots to the
- reset_rockets: Set to 1 to take away all rocket shots before possibly giving any new ones.
- reset_plasma: Set to 1 to take away all plasma shots before possibly giving any new ones.
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trigger_respawnPlayer | Respawns the player. Generally doesn't need to be used. Players will respawn automatically once they land on the skybox floor. |
trigger_push | A 'jumppad'. Will change the players speed in some way, depending on the settings. If you point this to a target_position then that becomes the "direction" in which the speed moves. If you don't set a 'speed' key like described above, the speed will be scaled based on how far away the target_position is. A target_position placed vertically centered above the trigger_push brush will only give vertical speed.
- speed: To specify a specific amount of speed. This will work differently depending on the mode key. Default is 0.
- mode: Changes how the push manipulates your speed. See below for more info on this.
Push modes and their functionality - default, sets the speed. Will slow you down if you're moving faster than the speed it sets.
- Using target_position: Will set the speed to the value calculated using the relative distance and height of the the target_position. If you set the speed key, then your XY speed will be set to that, and the position will be used for Z speed.
- No target_position: takes your current speed, and SETS it to the value of "speed".
- Makes sure you have at least that amount of speed. Will not slow you down.
- Using target_position: if player's speed < speed, then your direction changes. Otherwise it's untouched. (NOT RECOMMENDED, but possible)
- No target_position: if player's speed < speed it just SETS it like speedmode 1.
- Adds the given amount of speed to what you already have
- Using target_position: adds the specified velocity into the direction. Sort of like speedmode1 without any reseting, so to say. (NOT RECOMMENDED, but possible)
- No target_position: Simply adds that amount of speed :)
- Takes away the given amount of speed.
- Using target_position: Takes away the amount of speed the push would have given based on the distance of the target_position and/or the speed key.
- No target_position: simply takes away this amount of speed.
- Similar to 4, but wont go below the "walljump speed" when taking away speed.
- Using target_position: Will GIVE this speed to your Z velocity. The speed amount will still be subtracted from xy.
- No target_position: simply takes away this amount of speed.
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trigger_teleport | TODO. |
trigger_teleportBack | Teleports the player back to the last place it walked, for a lack of better words. - mode: Set to 1 to act differently. Mode 1 is used in Dini-CJ. TODO: Explain better.
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trigger_run_abort | Stops the player's timerun and does an autoload if the player doesn't load on his/her own. Players can disable the autoload by settings player_autoload to 0. Default is 2000 which means a 2 second delay. Use this on top of floors where players "don't belong" and so forth. |