Miscellaneous Entites

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Miscellaneous Entites

Post by stormjedi on Sat Jul 30, 2011 2:07 pm

path_corner **
these are the waypoints for func_train

Keys:
target - next path corner and other targets to fire
speed - speed to move to the next corner, default is 100
wait - seconds to wait before behining move to next corner
targetname - make the previus path_corner target this, if it is the first path_corner the func_train needs to target this. If it is the first path corner, the last path_corner needs to also target this.

Example:
Code:
/place path_corner 20 targetname,path_a,target,path_b,wait,5,speed,90,

- this is a the first path_corner, you can make as many as you want, i will make three of them, the first one should target the second one.

Code:
/place path_corner 20 targetname,path_b,target,path_c,wait,5,speed,90,

- this is the second path_corner, it should be the targetname of what the first one is targeting, also it should target the third path_corner

Code:
/place path_corner 20 targetname,path_c,target,path_a,wait,5,speed,90,

- this is the last path_corner that I am placing so it should target the first original path_corner, now to actually place the model see the func_train entity.

emplaced_gun ***
Spawns a turret gun that can be used if your a non jedi profession

Spawnflags:
1 - Can Respawn

Keys:
property: this entity will only work for people with access to the property set here
customskill (see lmd_customskill for details): The name of the skill to check.
customskillcompare: Comparison type. -1 for direct compare (use this for text), 0 for greater or equal to, 1 for less than. Default of 0.
customskillvalue: The value to compare to.
playerflags - gives access to this entity for players who have this set ammount of flags, see lmd_flagplayer for more information
profession - only a person with this set profession can use this
level - only a person with this set level can use this
adminlevel - only a person set with this admin level can use this
count - if spawnflag 1 is set, decides how long it is before gun respawns (in ms)
constraint - number of degrees gun is constrained from base angles on each side (default 60.0)
showhealth - set to 1 to show health bar on this entity when cross hair is over it

Example:
Code:
/place emplaced_gun 0 spawnflags,1,count,10000,contraint,45,

Item Entities **
(all of these entities have the same keys)

item_shield_sm_instant
item_shield_lrg_instant
item_medpak_instant
item_seeker
item_shield
item_medpac
item_medpac_big
item_binoculars
item_sentry_gun
item_jetpack
item_healthdisp
item_ammodisp
item_eweb_holdable
item_seeker
item_force_enlighten_light
item_force_enlighten_dark
item_force_boon
item_ysalimari

Ammo Entities **
(all of these entities have the same keys)

ammo_thermal
ammo_tripmine
ammo_detpack
ammo_force
ammo_blaster
ammo_powercell
ammo_metallic_bolts
ammo_rockets
ammo_all

Weapon Entities **
(all of these entities have the same keys)

weapon_stun_baton
weapon_melee
weapon_saber
weapon_blaster_pistol
weapon_concussion_rifle
weapon_bryar_pistol
weapon_blaster
weapon_disruptor
weapon_bowcaster
weapon_repeater
weapon_demp2
weapon_flechette
weapon_rocket_launcher
weapon_thermal
weapon_trip_mine
weapon_det_pack
weapon_emplaced

Keys:
wait - the time to wait before respawning after picked up, if set to -1 it only appears when used.
target - target to fire when picked up
targetname - when wait is set to -1 this is what needs to be trigger for the entity to spawn

Spawnflags:
1 - if you set this and lets say you put 20 on the z-axis the entity will be floating in the air and wont fall to the ground

Example:
Code:
/place item_force_boon 0 wait,-1,targetname,spawn_boon,
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