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  1. OSC Entity wish list:
  2. New Monstermaker keyvalues:
  3.  
  4. "template" this keyvalue would target a named monster_ entity which uses spawnflag "template"
  5. All settings from this monster would be copied to spawn an identical copy.
  6.  
  7. "squadname" Allow spawning monsters into a squad
  8.  
  9. "Weapon" Select which weapon this monster spawns with.
  10.  
  11.  
  12. trigger_push
  13. "Direction Target" Allows us to see push direction by using an info_target. // I need this for my jump pads
  14.  
  15.  
  16.  
  17.  
  18. func_teleportdestination
  19. This is a volume based implementation of info_teleport_destination.
  20. Entities teleported here are positioned randomly within the volume and a collision check is performed so nothing teleports in clipping into other players/monsters/brushes.
  21. This entity would allow us to take variable number amount of grunts / players to missions without them needing to be named and special teleports scripted for them individually.
  22.  
  23.  
  24.  
  25. trigger_multiple UPGRADE:
  26.  
  27.  
  28. new keyvalue: Min Activators (int) Counts how many players or monsters are inside the trigger, counter hits goal number we fire trigger.
  29. new keyvalue OnExitTrigger - Fire Trigger when we exit // useful for automatic doors! if min activator set to 1... as long has somebody was inside this trigger the door would not close ( door would be targeted )
  30.  
  31.  
  32. new Spawnflag "wait for all players" // If this spawnflag is enabled the entity wont fire triggers unless all coop players are inside the volume.
  33.  
  34.  
  35.  
  36. Which entities support parenting in SoHL:
  37. info_player_start
  38. info_player_deathmatch
  39. info_target
  40. info_teleport_destination
  41. gibshooter
  42. ambient_generic
  43. tank entities
  44. button_target
  45. cycler
  46. cycler_sprite
  47. cycler_weapon
  48. env_beverage
  49. env_blood
  50. env_bubbles
  51. env_elight
  52. env_explosion
  53. env_funnel
  54. env_glow
  55. env_laser
  56. env_model
  57. env_shake
  58. env_sound
  59. env_spark
  60. env_sprite
  61. func_breakable
  62. func_button
  63. func_conveyor
  64. momentary_door
  65. momentary_rot_button
  66. monstermaker
  67. func_door
  68. func_door_rotating
  69. func_friction
  70. func_guntarget
  71. func_healthcharger:
  72. func_illusionary
  73. func_ladder
  74. func_monsterclip
  75. func_mortar_field
  76. func_pendulum
  77. func_plat
  78. func_platrot
  79. func_pushable
  80. func_recharge
  81. func_rot_button
  82. func_rotating
  83.  
  84. func_tankcontrols
  85. func_tank
  86. unc_tanklaser
  87. func_tankrocket
  88. func_tankmortar
  89.  
  90. func_wall
  91. func_water
  92. info_landmark
  93. info_intermission
  94. path_corner
  95. path_track
  96. scripted_sentence
  97. speaker
  98. trigger_autosave
  99. trigger_counter
  100. trigger_endsection
  101. trigger_hurt
  102. trigger_monsterjump
  103. trigger_once
  104. trigger_multiple
  105. trigger_push
  106. trigger_teleport
  107.  
  108. DESIRED ENTITIES BELOW
  109. ----------------------------------------------------------------------------------
  110.  
  111. env_warpball // blue shift had it... This reduced a lot of scripting need for "teleport effect" when using monster effect.
  112.  
  113. ----------------------------------------------------------------------------------
  114. //NEW 0.7 MONSTER_TARGET
  115. //* While a monster_target is active, monsters will attack it as though it were another monster.
  116. //* An easy way to make monsters shoot out lights, attack func_tanks, etc.
  117. @PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack"
  118. [
  119. frags(choices) : "When active, count as:" : 11 =
  120. [
  121. 0 : "Ignored"
  122. //* Disliked by human military and most aliens.
  123. 3 : "Scientist"
  124. //* Hated by human military, disliked by most aliens.
  125. 11: "Barney"
  126. //* Hated by alien military, disliked by barneys and most aliens.
  127. 4 : "Human Military"
  128. //* Hated by human military, disliked by barneys.
  129. 5 : "Alien Military"
  130. //* Disliked by human miliary and barneys.
  131. 7 : "Other Alien"
  132. //* Disliked by all humans. Hated by Bullsquids.
  133. 8 : "Headcrab"
  134. //* Disliked by all humans and by other Bullsquids. Feared by Headcrabs.
  135. 9 : "Bullsquid"
  136. //* Disliked by everyone, except other Faction A members.
  137. 14 : "Faction A"
  138. //* Disliked by everyone, except other Faction B members.
  139. 15 : "Faction B"
  140. //* Disliked by everyone, except other Faction C members.
  141. 16 : "Faction C"
  142. ]
  143. spawnflags(Flags) =
  144. [
  145. 1: "Start inactive" : 0
  146. ]
  147. ]
  148.  
  149. ----------------------------------------------------------------------------------
  150.  
  151. // Fire target on off feature!
  152. @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
  153. [
  154. //NEW 0.3
  155. netname(string) : "Target on turning off" <--------------- useful
  156. globalstate(string) : "Global State Master"
  157. ]
  158.  
  159. ----------------------------------------------------------------------------------
  160.  
  161. PARENTING BEAM FIX!!
  162. @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target"
  163. [
  164. spawnflags(Flags) =
  165. [
  166. //NEW 0.4
  167. //* Essentially, this flag forces the game engine to treat an info_target as visible
  168. //* (even though it isn't). This has two effects:
  169. //* 1) Normally if an env_beam is attached to an info_target which can move (via MoveWith),
  170. //* the env_beam won't follow the info_target properly. Ticking here fixes that problem.
  171. //* 2) If an env_beam's "ring" mode is selected, you must make both ends of the beam
  172. //* into 'visible' entities, otherwise the beam won't be displayed.
  173. //* (Note that if you're making a mod and you tell an info_target to use null.spr, you will
  174. //* of course have to distribute null.spr with the mod.)
  175. 1 : "Use null.spr" : 0
  176. ]
  177. ]
  178. ----------------------------------------------------------------------------------
  179. //NEW 0.6
  180. @PointClass base(Targetname) = info_movewith : "Movewith relay"
  181.  
  182. //NEW 0.5
  183. @PointClass base(Targetname) = trigger_command : "Console Command"
  184. [
  185. netname(string) : "Command String"
  186. ]
  187.  
  188. //* While locked by its master, the trigger_counter _will_ keep counting when fired,
  189. //* but it won't fire anything itself.
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