6.0
Entities Definitions - Misc. Apocalypse Stuff

Last Updated : 3/7/98
©1998 Carl Glave
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Misc. Apocalypse Stuff Index

- func_particlespray
- func_remote_cam
- func_glass
- func_model
- trigger_servomech
- func_servomech
- monster_servomech
- monster_army_grenade
- monster_army_nail
- monster_army_rocket
- monster_axzombie
- monster_babysham
- monster_turret
- monster_zombie
- monster_zombie_master
- monster_shock_trooper
- weapon_ppc

func_particlespray (0 .5 .8) (-8 -8 -8) (8 8 8)

Shoots particles either when triggered, or contiuously when not triggered by anything.

"color" is the palette color of the particles

"count" is the number of particles to make each time

"delay" is the delay between each triggering

"noise" is the name of the wav file to play when triggered

"movedir" is the vector distance that the particles will travel before disappearing.

"duration" is the amount of time that the it will continue to release particles so that it can release a long stream of particles with only one triggering.

func_remote_cam (0 0.5 0.8) (-8 -8 -8) (8 8 8) RCAM_FREEZE RCAM_ALL RCAM_TRACKING RCAM_SMOOTH RCAM_ALOWIMP RCAM_MOVING RCAM_EXITABLE RCAM_NODMG

This is a camera usefull for mid level cutscenes and working security cameras. It changes the player's view to the camera's when it is triggered. The player must be the activator of the triggering for it to work properly. The player's view angle's can be set to those of the camera with an optional spawnflag. The view angle is always restored to its original value when the camera is deactivated. The player's movement is always frozen while in the camera view. For looped cameras, the player's pressing the fire button will also make him trigger his current remote camera. This is what allows the player to loop through all the different cameras.

RCAM_FREEZE forces the player to face in the direction of the camera's angles at all times and does not allow then to look around. The player's view direction is by default free to look around, but not if this is set.

RCAM_ALL makes all player in the level use the camera when it is triggered instead of just the player that activates the triggering. Can be used in simgle player to activate a camera when the player was not the activator of the triggering, allowing for several different triggering possibilities.

RCAM_TRACKING makes the camera view track its "target" entity. Allows panning scenes and turning security cameras. A good entity to use for the target entity for panning shots is the func_moving_light.

RCAM_SMOOTH makes the camera tracking smoother, but at the cost of doubling the number of calculation per second that it must do. Don't bother using if doing still or slow panning scenes.

RCAM_ALOWIMP allows the player to use impulses to activate trigger_impulse entities. Should allow for things like interactive cut scenes in mid-level. Does not enable any other impulse actions like weapons fire or weapon selection.

RCAM_MOVING makes the camera move along with the entity named in its "path" variable. It follows the target entities origin offset by "pos1".

RCAM_EXITABLE allows players to exit the remote camera view by pressing the fire button. This has no effect for a camera that's in a loop since the player must press the button to switch between the different cameras.

"model" is the model that the camera will be set to use. The camera defaults to using no model.

"target" is the entity that the camera will point at. If not used, then the camera's angles value is used.

"angles" sets the view angle of the camera if there is no "target" specified.

"spawnmodel" allows you to specify a weaponmodel to use. Doing this will allow for adding in things like monitor frames to make it appear that the player is looking at a computer monitor. If a "spawnmodel" is not specified, then no weaponmodel is displayed at all.

"path" is the name of the entity to move along with. RCAM_MOVING must also be set for this to work.

"pos1" is used while moving with another entity. It is the offset that the camera will be at relative to the other entity's origin. If set to '-1 -1 -1', it will be automatically calculated from the camera's starting position relative to the "path" entity's starting position. This allows for visual placement of the camera.

"target2" is not to be confused with "target". "target2" is used to specify that the camera is in a loop, and also the name of the next camera in that loop. This should be set to the "targetname" of the next camera in the loop for it to work properly. To designate the last camera in the loop, set this to "end". This will make the player exit the camera loop after pressing the fire button while using this last camera.

"message" is the message to display to the player when he uses the camera.

func_glass (0 .5 .8) ? GLASS_SMOOTH GLASS_BLOCKABLE GLASS_STARTOFF GLASS_ONEHIT

This entity can move in one of two ways. First, if its "target" key is set, then it will move like a train. Second, if no "target"is specified, it will move like a func_togglewall and toggle between being there and not being there when triggered. All keys not described here are those of it's movement which will be just like either a train or togglewall.

GLASS_SMOOTH is used when it moves like a train. This makes it move like a smooth train instead of a regular train.

GLASS_BLOCKABLE is used when it moves like a train. This makes it blockable when it's a smooth train.

GLASS_STARTOFF is used for when it is moving like a func_togglewall. This makes it start in the off position so that it is not there when the level begins.

GLASS_ONEHIT is for when the glass is destroyable. It makes it like a trigger_damage threshold in that it requires a single hit of "health" damage to destroy it. Damage taken is not acumulated.

"health" when set, the glass is destroyable and requires this amount of damage to destroy. The "event" will be triggered when the func_glass is destroyed.

"color" is the number of shards of glass to throw out when it is destroyed. The default number is set according to the size of the entity's brush model. Set this to -1 to make no pieces come out at all when it is destroyed. I would have used "count" for this like the rubble throwers do, but it's used for making clones when the glass entity is moving like a train. Yes, glass supports cloning too. :)

"event" is the targetname to trigger when the func_glass is destroyed.

"noise2" is the sound to play when it is destryoed. This defaults to a glass shattering sound.

func_model (0 .5 .8) ? ANIMATED STILLSTART

This entity is to be used for placing static models that don't really do anything but look nice. It has support for toggelable animation. Triggering an animating one will make it toggle its animation on and off. A more effeciant way to animate a model, though, is to not use this entities animation feature, but instead use a model that has a scene grouped together starting at frame 0 so that Quake will animate it automatically in the Client's side. This second method only allows for a 0.1 wait between frames and it has to start at frame 0, but it's also much faster. Good examples of this method are the flame.mdl and flame2.mdl included with Quake.

ANIMATED makes it animate through a few specified frames.

STILLSTART will make an animating one start with its animation off.

"model" is the file name of the model to use. This can be either an actual model, or a sprite.

"angles" specified the pitch, yaw, and roll to place the model with.

"wait" is the delay between the different frames when being animated. Default value is 0.1.

"walkframe" is the number of the first frame to start animating at. Default is 0.

"count" is the number of frames to animate through. Default is 2.

"weaponframe" is the frame number to use when not animating. If this is not set, it will just stay with the frame that it was using when it was triggered to stop. To use frame 0 as the still frame, set this to - 1.

trigger_servomech (0 .5 .8) (-8 -8 -8) (8 8 8) SITTING NODMG

This is the point entity to use to target the func_servomech controllable mechs. It can be used to target as many as you want. They will be used in the order that they are added to the map. This entity must be triggered by another entity, as this just relays the command for control to the appropriate servomech. Several of these can target the same group of servomechs, they will just assign the first available servomech to the player when activated. They are usually best triggered by a trigger_impulse.

SITTING makes the player appear to be sitting while using the servomech. (currently makes the player stand with a gun instead of an axe)

NODMG makes the player impervious to damage while using this trigger_servomech.

"target" is the "target" value assigned to all the servomechs that are accessable through this trigger_servomech.

func_servomech (0 .5 .8) (-32 -32 -48) (32 32 28)

This makes a servomech that is player controllable. It must targeted by a trigger_servomech to do this. It can also be placed simply as a stationary servomech that can be shot up by just giving it no targetname.

"targetname" is what must be used to specify the name for it to be targeted by. You can not use any of the other targetname variables.

"skin" sets the skin to use for the servomech.

monster_servomech (1 0 0) (-32 -32 -48) (32 32 28) Ambush

"skin" sets the skin for the servomech. valid values are from 0 to 3. default is 0.

monster_army_grenade (1 0 0) (-16 -16 -24) (16 16 40) Ambush

Regular monster_army monster, but toting a grenade launcher. They're quite good with them compared to Ogres too.

monster_army_nail (1 0 0) (-16 -16 -24) (16 16 40) Ambush

Regular monster_army, but toting a nail gun.

monster_army_rocket (1 0 0) (-16 -16 -24) (16 16 40) Ambush

Regular monster_army, but toting a rocket launcher.

monster_axzombie (1 0 0) (-16 -16 -24) (16 16 32) SPAWN_CRUCIFIED SPAWN_SLEEPING SPAWN_DEAD

A dead body state has been added to the zombie to do two things. First to increase the paranoia factor from the zombies, cause it's really hard to tell when they're really dead. Second, to make it easier for Zombie Masters to get their hands on the zombies. >) These are the type of zombies that the Zombie Masters make. They can only be killed by either a direct rocket blast or a hit from an ax.

SPAWN_SLEEPING makes the zombie start out lying down and asleep. It will get up and attack if the player gets near it.

SPAWN_DEAD makes the zombie start lying down and escentially dead. It will be changed to a sleeping state when triggered so that it can come to life.

monster_babysham (1 0 0) ('-10 -10 -7') ('10 10 19') Ambush

This is a baby Shambler. It's 1/3 the size of an adult shambler, isn't as good with the lightning yet, and it's claws aren't as big, but it's still a tough little monster.

monster_turret (1 0 0) (-12 -12 -6) (12 12 12) TUR_STARTOFF TUR_RETRACT TUR_OFFRET TUR_LASERS TUR_ROCKETS TUR_PPC

This is the ceiling mounted, automated gun turret. It can be placed any distance under the surface that it will attach to. At the start of the level, the turrets will adjust their vertical positioning so that they are properly positioned up against the ceiling surface. When targeted, turrets toggle between active and inactive. While inactive, a turret will not react to anything. While active, the turret operates normally. The defauly ammunition that the turrets fire is plasma bullets.

TUR_STARTOFF makes the turret start out as inactive.

TUR_RETRACT makes the turret retract up into the ceiling when it is inactive and when it currently has no target.

TUR_OFFRET makes the turret retract into the ceiling only when it is inactive. It remain as normal when it has no enemy.

TUR_LASERS makes the turret fire lasers.

TUR_ROCKETS makes the turret fire rockets.

TUR_PPC makes the turret fire a phased plasma cannon.

"health" is the amount of health that the turret will have. Default is 100.

"rotate_type" is the starting tile angle of the gun. Default is 0, which is in a horizontal position. Valid values are from 0 to 90.

"skin" specifies the skin color that you want for the turret. Here's a list.

0 - gray (default)
1 - black
2 - aqua
3 - blue
4 - brown
5 - tan
6 - red

monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) SPAWN_CRUCIFIED SPAWN_SLEEPING SPAWN_DEAD

A dead body state has been added to the zombie to do two things. First to increase the paranoia factor from the zombies, cause it's really hard to tell when they're really dead. Second, to make it easier for Zombie Masters to get their hands on the zombies. >)

SPAWN_SLEEPING makes the zombie start out lying down and asleep. it will get up and attack if the player gets near it.

SPAWN_DEAD makes the zombie start lying down and escentially dead. It will be changed to a sleeping state when triggered so that it can come to life.

monster_zombie_master (1 0 0) (-16 -16 -24) (16 16 40) Ambush

Goes around controlling zombies and raising dead bodies into zombies.

monster_shock_trooper (1 0 0) (-16 -16 -24) (16 16 40) Ambush

A modified version of the regular Enforcer. Looks really cool and fires a double laser in a semi-random speed tracking way that makes it extreamly hard to predict just where he's firing, and so it's much more difficult to dodge these guys' weapons fire.

weapon_ppc (0 0 1) (-16 -16 0, 16 16 32)

This the pickupable Phased Plasma Cannon. It's been modified from it's original form so that it doesn't require as much added stuff (like 5 extra skins for everything) and so that is't a bit more of an interesting weapon. Both its power and ammo usage depend apon the total amount of ammo (cells) that you have. The more ammo you've got, the bigger, longer, and more destructive the bursts that you fire out. To simplify the coding for it even more, I've removed the added death required for it. Personally, I think it actualyl looked even cooler now, cause there's bloody chunks flying everywhere now. :) It's been added in a way that if you don't want it in your game, just don't use it. Even if the player does an Impulse 9, he can't use it unless he knows what impulse you set it on (199). Anyway, try it out to see how you like it. ;)