6.0
Entities Definitions - Rogue Entities

Last Updated : 2/5/98
©1998 Carl Glave
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Rogue Entities Index

- buzzsaw
- ltrail_start
- ltrail_relay
- ltrail_end
- pendulum
- earthquake
- trigger_earthquake
- trigger_earthquake_kill
- func_elvtr_button
- func_new_plat
- light_candle
- light_lantern

buzzsaw (0 .5 .8) (-18 -18 -18) (18 18 18) Vertical

The buzzsaw trap. Use the angle buttons to point the buzzsaw in the direction it should face. Place on a monster path if you want it to move. If it is targeted, it will wait until triggered to activate. It will not damage players until activated.

"currentammo" amount of damage for each contact. (default 10)

"speed" speed that it will follow it's path. (default 10)

ltrail_start (0 1 0) (-8 -8 -8) (8 8 8) LT_TOGGLE

Starting point of a lightning trail.

LT_TOGGLE lightning shooter continuously fires until triggered again.

"currentammo" amount of damage you want the lightning to do. Default is 25.

"frags" amount of time before next item is triggered. Default is 0.3 seconds.

"weapon" amount of time to be firing the lightning. Default is 0.3 seconds.

ltrail_relay (0 1 0) (-8 -8 -8) (8 8 8)

Relay point of a lightning trail.

"currentammo" amount of damage you want the lightning to do. Default is 25.

"frags" to amount of time before next item is triggered. Default is 0.3 seconds.

"weapon" to amount of time to be firing the lightning. Default is 0.3 seconds.

ltrail_end (0 1 0) (-8 -8 -8) (8 8 8)

Ending point of a lightning trail. Does not fire any lightning.

"frags" to amount of time before next item is triggered. Default is 0.3 seconds.

pendulum (0 .5 .8) (-8 -24 -100) (8 24 100) PEND_X PEND_Y PEND_TRG

Directional Flags: Pendulum swings perpendicular to it's angle. (eg. A pendulum facing east will swing north/south). Default: PEND_Y The pendulum angle is set automatically depending on the PEND_ choice.

PEND_X = a pendulum hanging from the ceiling swinging parallel to the X axis.

PEND_Y = a pendulum hanging from the ceiling swinging parallel to the Y axis.

PEND_TRG = the pendulum must be triggered to start swinging. The delay value still affects the pendulum.

"delay" amount of time (in seconds) before starting swinging. default 1.

"currentammo" amount of damage for each contact. default 5.

earthquake (0 1 0) (-8 -8 -8) (8 8 8) RANDOM

The Rogue Earthquake generator. Thos creates a level wide earthquake effect.

RANDOM affects the times only. It will change them randomly between 0-n where n is the duration or time between.

"delay" duration of the tremor (default 20)

"wait" time between tremors (default 60)

"weapon" richter scale of movement (default 40) With a given a "weapon" value of 40, the X and Y displacement can vary between -20 and +20, a range of 40.

trigger_earthquake (.5 .5 .5) ?

The Rogue Earthquake generator. Used for local area earthquakes. Anytime a person is in an active field, they shake. If the trigger is a target, it will be OFF until triggered. It will then toggle between ON and OFF.

"weapon" richter scale of movement (default 40) With a given a "weapon" value of 40, the X and Y displacement can vary between -20 and +20, a range of 40.

trigger_earthquake_kill (.5 .5 .5) ?

Trigger to kill the level-wide earthquake.

func_elvtr_button (0 .5 .8) ? ELVTR_DOWN

ELEVATOR BUTTON ONLY! When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.

ELVTR_DOWN = causes this to be a DOWN button. Default is UP.

"angle" determines the opening direction

"target" all entities with a matching targetname will be used

"speed" override the default 40 speed

"wait" override the default 1 second wait (-1 = never return)

"lip" override the default 4 pixel lip remaining at end of move

"health" if set, the button must be killed instead of touched

"sounds"

0 - steam metal
1 - wooden clunk
2 - metallic click
3 - in-out

func_new_plat (0 .5 .8) ? DN_N_WAIT PLT_TOGGLE ELEVATOR START_AT_TOP PLAT2 P2_BOTTOM

Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.

DN_N_WAIT = starts at the top and when triggered, goes down, waits, then comes back up.

PLT_TOGGLE = will change between the top and bottom each time it is triggered.

ELEVATOR = elevator plat. You can have as many levels as you want but they must be all the same distance away. Use elevator button entity as the trigger.

START_AT_TOP = optional flag for elevators. It just tells the elevator that it's position is the top floor. (Default is the bottom floor) USE THIS ONLY WITH ELEVATORS!

PLAT2 = a fixed version of the original plat. If you want the plat to start at the bottom and move to the top on demand, use a negative height. That will tell Quake to lower the plat at spawn time. Always place this plat type in the top position when making the map. This will ensure correct lighting, hopefully. If a plat2 is the target of a trigger, it will be disabled until it has been triggered. Delay is the wait before the plat returns to original position. If you don't want to bother figuring out the height, don't put a value in the height.

P2_BOTTOM = an optional switch to have an auto-sized plat2 start at the bottom.

"health" number of seconds to wait (default 5) for a DN_N_WAIT plat.

"cnt" the number of floors for an elevator plat.

"height" the distance between floors for an elevator plat. If "height" is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.

"delay" for PLAT2 plat. default 3

"speed" travel speed for PLAT2 plat. default 150

"cnt" for PLAT2 plat. default 2

"sounds" selects the sounds to use while moving.

1 - base fast
2 - chain slow

light_candle (0 .5 0) (-4 -4 -10) (4 4 10)

A lighting Candle. Default light value is 200, Default style is 0.

light_lantern (0 .5 0) (-10 -10 -20) (10 10 20)

Light-emitting lantern. Default light value is 200, Default style is 0.