Entities Definitions - Hipnotic Misc. 

Hipnotic Misc. Entities Index 
    func_pushable 
    func_movewall 
    path_follow 
    path_follow2 
    func_togglewall 
    func_earthquake 
    func_rubble 
    func_rubble1 
    func_rubble2 
    func_rubble3 
    func_breakawaywall 
    func_exploder 
    func_multi_exploder 
    effect_teleport 
    func_spawn 
    func_counter 
    func_oncount 
    trigger_damagethreshold 
    trigger_usekey 
    trigger_remove 
    trigger_setgravity 
    trigger_command 
    info_command 
    trigger_waterfall
    func_bobbingwater
    func_particlefield  


func_pushable (0 .5 .8) ? 
    This entity uses a brush model, and can be push horizontally by the player. 
    They are not perfect, but work nicely in open, flat areas.



func_movewall (0 .5 .8) ? VISIBLE TOUCH 
    Used to emulate collision on rotating objects. 
    VISIBLE causes brush to be displayed. 
    TOUCH specifies whether to cause damage when touched by player. 
    NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is not 
    set. 
    "dmg" specifies the damage to cause when touched or blocked.


path_follow (0.5 0.3 0) ? 
    Monsters will stop what they are doing and follow to the target. This forces 
    monsters to change direction, unless there enemy is in sight. Variable Sized



path_follow2 (0.5 0.3 0) (-8 -8 -8) (8 8 8) 
    Monsters will stop what they are doing and follow to the target. This forces 
    monsters to change direction, unless there enemy is in sight. Fixed Size



func_togglewall (0 .5 .8) ? START_OFF 
    Creates a invisible wall that can be toggled on and off. 
    START_OFF wall doesn't block until triggered. 
    "noise" is the sound to play when wall is turned off. 
    "noise1" is the sound to play when wall is blocking. 
    "dmg" is the amount of damage to cause when touched.



func_earthquake (0 0 0.5) (0 0 0) (32 32 32) 
    Causes an earthquake. Triggers targets. 
    "dmg" is the duration of the earthquake. Default is 0.8 seconds.



func_rubble (0.4 0.4 0.2) (0 0 0) (32 32 32) 
    Spawns random sized rubble when triggered. 
    "count" is the number of pieces of rubble to spawn. Default is 1. 


func_rubble1 (0.4 0.4 0.2) (0 0 0) (8 8 8) 
    Spawns small rubble when triggered. 
    "count" is the number of pieces of rubble to spawn. Default is 1. 


func_rubble2 (0.4 0.4 0.2) (0 0 0) (16 16 16) 
    Spawns medium rubble when triggered. 
    "count" is the number of pieces of rubble to spawn. Default is 1. 


func_rubble3 (0.4 0.4 0.2) (0 0 0) (32 32 32) 
    Spawns large rubble when triggered. 
    "count" is the number of pieces of rubble to spawn. Default is 1. 


func_breakawaywall (0 .5 .8) ? EXPLODE PARTICLES 
    Special walltype that removes itself when triggered. 


func_exploder (0.4 0 0) (0 0 0) (8 8 8) PARTICLES 
    Spawns an explosion when triggered. Triggers any targets. 
    PARTICLES whether to spawn a particle explosion or not. 
    "dmg" specifies how much damage to cause. Negative values indicate no 
    damage. Default or 0 indicates 120. 
    "volume" volume at which to play explosions (default 1.0) 
    "speed" attenuation for explosions (default normal) 


func_multi_exploder (0.4 0 0) ? 
    Spawns an explosion when triggered. Triggers any targets. size of brush 
    determines where explosions will occur. 
    "dmg" specifies how much damage to cause from each explosion Negative values 
    indicate no damage. Default or 0 indicates 120. 
    "delay" delay before exploding (Default 0 seconds) 
    "duration" how long to explode for (Default 1 second) 
    "wait" time between each explosion (default 0.25 seconds) 
    "volume" volume to play explosion sound at (default 0.5) 
    "speed" attenuation for explosions (default normal) 



effect_teleport (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) 
    Create a teleport effect when triggered The effect is only eye-candy it does 
    nothing


func_spawn (0 .5 .8) (-32 -32 -24) (32 32 40) big/ambush megahealth 
    This will spawn a thing upon being used. The thing that is spawned depends 
    upon the value of "spawnfunction". The angles, target and all flags are 
    passed on Think of it like setting up a normal entity. 
    "spawnclassname" should contain the same value as "spawnfunction". 
    If "spawnfunction" is unspecified a random monster is chosen as follows: 
        50% - dog 
        30% - ogre 
        12% - fiend 
        5% - zombie 
        3% - shambler
    "spawnsilent" set this to none 0 if you want a silent spawn. 
    "spawnmulti" set this to 1 if you want this spawn to be reoccuring.



func_counter (0 0 0.5) (0 0 0) (32 32 32) TOGGLE LOOP STEP RESET RANDOM 
FINISHCOUNT START_ON 
    This is used to trigger things in a series. Examples of uses are for 
    triggering the parts og particle fields, and exploding walls in a series 
    instead of having them be triggered all at the same time. 
    TOGGLE causes the counter to switch between an on and off state each time 
    the counter is triggered. 
    LOOP causes the counter to repeat infinitly. The count resets to zero after 
    reaching the value in "count". 
    STEP causes the counter to only increment when triggered. Effectively, this 
    turns the counter into a relay with counting abilities. 
    RESET causes the counter to reset to 0 when restarted. 
    RANDOM causes the counter to generate random values in the range 1 to 
    "count" at the specified interval. 
    FINISHCOUNT causes the counter to continue counting until it reaches "count" 
    before shutting down even after being set to an off state. 
    START_ON causes the counter to be on when the level starts. 
    "count" specifies how many times to repeat the event. If LOOP is set, it 
    specifies how high to count before reseting to zero. Default is 10. 
    "wait" the length of time between each trigger event. Default is 1 second. 
    "delay" how much time to wait before firing after being switched on.



func_oncount (0 0 0.5) (0 0 0) (16 16 16) 
    For use as the target of a func_counter. When the counter reaches the value 
    set by count, func_oncount triggers its targets. This is not needed if the 
    intended target has counter support built into it. 
    "count" specifies the value to trigger on. Default is 1. 
    "delay" how much time to wait before firing after being triggered.



trigger_damagethreshold (0 .5 .8) ? MULTI_USE INVISIBLE 
    Triggers only when a threshold of damage is exceeded. When used in 
    conjunction with func_breakawaywall, allows walls that may be destroyed with 
    a rocket blast. 
    MULTI_USE tells the trigger to not to remove itself after being fired. 
    Allows the trigger to be used multiple times. 
    INVISIBLE tells the trigger to not be visible. 
    "health" specifies how much damage must occur before trigger fires. Default 
    is 60.
     



trigger_usekey (0 .5 0) ? USE_GOLD_KEY 
    Variable sized single use trigger that requires a key to trigger targets. 
    Must be targeted at one or more entities. 
    USE_GOLD_KEY if set use gold key, otherwise use the silver key. 
    "message" is printed when the trigger is touched without having the right 
    key.



trigger_remove (.5 .5 .5) ? IGNOREMONSTERS IGNOREPLAYERS 
    Variable sized trigger that removes the thing that touches it. Does not 
    affect monsters or players. 
    IGNOREMONSTERS ignores monsters if set 
    IGNOREPLAYERS ignores players if set



trigger_setgravity (.5 .5 .5) ? 
    Set the gravity of a player, monster, or a weapon projectile. 
    "gravity" what to set the players gravity to. 
        0 (default) normal gravity 
        1 no gravity 
        2 almost no gravity 
        ... 
        101 normal gravity 
        102 slightly higher than normal gravity 
        ... 
        1000 very high gravity 



trigger_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) 
    When triggered, stuffs a command into the console to allow map designers to 
    set server variables. 
    "message" is the command to send to the console.



info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) 
    Stuffs a command into the console to allow map designers to set server 
    variables. 
    "message" is the command to send to the console.



trigger_waterfall (.2 .5 .2) ? 
    Pushes the player in the direction specified by angles. 
    "speed" is the strength of the push (default 50). 
    "count" amount of random xy movement to add to velocity (default 100).



func_bobbingwater (0 .5 .8) ? 
    Used to emulate water. To use, create a thin water brush and center it on 
    the water line of the body of water to bob. The amount of the bob is the 
    depth of the brush. 
    "speed" is how long in seconds it takes the brush to do one full bob.
  

func_particlefield (0 .5 .8) ? USE_COUNT 
    Creates a brief particle flash roughly the size of the defining brush each 
    time it is triggered. 
    USE_COUNT when the activator is a func_counter, the field will only activate 
    when count is equal to "cnt". Same as using a func_oncount to trigger. 
    "cnt" is the count to activate on when USE_COUNT is set. 
    "color" is the color of the particles. Default is 192 (yellow). 
    "count" is the density of the particles. Default is 2. 
    "noise" is the sound to play when triggered. Do not use a looping sound 
    here. 
    "dmg" is the amount of damage to cause when touched.
  
