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- OSC Entity wish list:
- New Monstermaker keyvalues:
- "template" this keyvalue would target a named monster_ entity which uses spawnflag "template"
- All settings from this monster would be copied to spawn an identical copy.
- "squadname" Allow spawning monsters into a squad
- "Weapon" Select which weapon this monster spawns with.
- trigger_push
- "Direction Target" Allows us to see push direction by using an info_target. // I need this for my jump pads
- func_teleportdestination
- This is a volume based implementation of info_teleport_destination.
- 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.
- 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.
- trigger_multiple UPGRADE:
- new keyvalue: Min Activators (int) Counts how many players or monsters are inside the trigger, counter hits goal number we fire trigger.
- 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 )
- new Spawnflag "wait for all players" // If this spawnflag is enabled the entity wont fire triggers unless all coop players are inside the volume.
- Which entities support parenting in SoHL:
- info_player_start
- info_player_deathmatch
- info_target
- info_teleport_destination
- gibshooter
- ambient_generic
- tank entities
- button_target
- cycler
- cycler_sprite
- cycler_weapon
- env_beverage
- env_blood
- env_bubbles
- env_elight
- env_explosion
- env_funnel
- env_glow
- env_laser
- env_model
- env_shake
- env_sound
- env_spark
- env_sprite
- func_breakable
- func_button
- func_conveyor
- momentary_door
- momentary_rot_button
- monstermaker
- func_door
- func_door_rotating
- func_friction
- func_guntarget
- func_healthcharger:
- func_illusionary
- func_ladder
- func_monsterclip
- func_mortar_field
- func_pendulum
- func_plat
- func_platrot
- func_pushable
- func_recharge
- func_rot_button
- func_rotating
- func_tankcontrols
- func_tank
- unc_tanklaser
- func_tankrocket
- func_tankmortar
- func_wall
- func_water
- info_landmark
- info_intermission
- path_corner
- path_track
- scripted_sentence
- speaker
- trigger_autosave
- trigger_counter
- trigger_endsection
- trigger_hurt
- trigger_monsterjump
- trigger_once
- trigger_multiple
- trigger_push
- trigger_teleport
- DESIRED ENTITIES BELOW
- ----------------------------------------------------------------------------------
- env_warpball // blue shift had it... This reduced a lot of scripting need for "teleport effect" when using monster effect.
- ----------------------------------------------------------------------------------
- //NEW 0.7 MONSTER_TARGET
- //* While a monster_target is active, monsters will attack it as though it were another monster.
- //* An easy way to make monsters shoot out lights, attack func_tanks, etc.
- @PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack"
- [
- frags(choices) : "When active, count as:" : 11 =
- [
- 0 : "Ignored"
- //* Disliked by human military and most aliens.
- 3 : "Scientist"
- //* Hated by human military, disliked by most aliens.
- 11: "Barney"
- //* Hated by alien military, disliked by barneys and most aliens.
- 4 : "Human Military"
- //* Hated by human military, disliked by barneys.
- 5 : "Alien Military"
- //* Disliked by human miliary and barneys.
- 7 : "Other Alien"
- //* Disliked by all humans. Hated by Bullsquids.
- 8 : "Headcrab"
- //* Disliked by all humans and by other Bullsquids. Feared by Headcrabs.
- 9 : "Bullsquid"
- //* Disliked by everyone, except other Faction A members.
- 14 : "Faction A"
- //* Disliked by everyone, except other Faction B members.
- 15 : "Faction B"
- //* Disliked by everyone, except other Faction C members.
- 16 : "Faction C"
- ]
- spawnflags(Flags) =
- [
- 1: "Start inactive" : 0
- ]
- ]
- ----------------------------------------------------------------------------------
- // Fire target on off feature!
- @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
- [
- //NEW 0.3
- netname(string) : "Target on turning off" <--------------- useful
- globalstate(string) : "Global State Master"
- ]
- ----------------------------------------------------------------------------------
- PARENTING BEAM FIX!!
- @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target"
- [
- spawnflags(Flags) =
- [
- //NEW 0.4
- //* Essentially, this flag forces the game engine to treat an info_target as visible
- //* (even though it isn't). This has two effects:
- //* 1) Normally if an env_beam is attached to an info_target which can move (via MoveWith),
- //* the env_beam won't follow the info_target properly. Ticking here fixes that problem.
- //* 2) If an env_beam's "ring" mode is selected, you must make both ends of the beam
- //* into 'visible' entities, otherwise the beam won't be displayed.
- //* (Note that if you're making a mod and you tell an info_target to use null.spr, you will
- //* of course have to distribute null.spr with the mod.)
- 1 : "Use null.spr" : 0
- ]
- ]
- ----------------------------------------------------------------------------------
- //NEW 0.6
- @PointClass base(Targetname) = info_movewith : "Movewith relay"
- //NEW 0.5
- @PointClass base(Targetname) = trigger_command : "Console Command"
- [
- netname(string) : "Command String"
- ]
- //* While locked by its master, the trigger_counter _will_ keep counting when fired,
- //* but it won't fire anything itself.
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