Func rotating

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DESCRIPTION

Bmodel that rotates on Z axis by default.


SPAWNFLAGS

START_ON - Default to start not running and must be triggered, this starts it running in world start.

RADAR - Shows up on Radar in Siege mode (good for asteroids when you're in a ship).

X_AXIS - Causes its rotation on the X axis.

Y_AXIS - Causes its rotation on the Y axis.

IMPACT - Kills anything on impact when rotating (10000 points of damage, unless specified otherwise).

PLAYER_USE - Player can use it with the use button.

INACTIVE - Must be used by a target_activate before it can be used.


KEYS&VALUES

model2 - .md3 model to also draw.

model2scale - Percent of normal scale (on all x y and z axis) to scale the model2 if there is one. 100 is normal scale, min is 1 (100 times smaller than normal), max is 1000 (ten times normal).

speed - Determines how fast it moves; default value is 100.

dmg - Damage to inflict when blocked (2 default).

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.

spinangles - Instead of using 'speed', you can set use this to set rotation on all 3 axes (pitch yaw and roll).


_lightmapscale - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _receiveshadows - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.

_celshader - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.

_indexmap OR alphamap - Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layer OR layers - Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.

script_targetname - Referred to by script as the recipient of set of instructions. Most entities can use this key.


health - Default is 0

If health is set, the following key/values are available:

numchunks - Multiplies the number of chunks spawned. Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks.

chunksize - Scales up/down the chunk size by this number (default is 1).

showhealth - If non-0, will display the health bar on the hud when the crosshair is over this entity (in siege).

teamowner - In siege this will specify which team this thing is 'owned' by. To that team the crosshair will highlight green, to the other team it will highlight red.

Damage: Default is none.

splashDamage - Damage to do.

splashRadius - Radius for above damage.

team - If set, only this team can trip this trigger.

  • 0 - any
  • 1 - red
  • 2 - blue

Don't know if these work:

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.

material - Default is 0 - MAT_METAL - choose from this list:

  • 0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
  • 1 = MAT_GLASS (glass like shards)
  • 2 = MAT_ELECTRICAL (sparks only)
  • 3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
  • 4 = MAT_DRK_STONE (brown stone chunks)
  • 5 = MAT_LT_STONE (tan stone chunks)
  • 6 = MAT_GLASS_METAL (glass and METAL2 chunks)
  • 7 = MAT_METAL2 (electronic type of metal)
  • 8 = MAT_NONE (no chunks)
  • 9 = MAT_GREY_STONE (grey colored stone)
  • 10 = MAT_METAL3 (METAL and METAL2 chunk combo)
  • 11 = MAT_CRATE1 (yellow multi-colored crate chunks)
  • 12 = MAT_GRATE1 (grate chunks--looks horrible right now)
  • 13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
  • 14 = MAT_CRATE2 (red multi-colored crate chunks)
  • 15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
  • 16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)

Applicable only during Siege gametype:

teamnodmg - If 1, team 1 can't damage this. If 2, team 2 can't damage this.


NOTES

You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.

If model2 key is used you need to add an origin brush to reference the point of origin of the model.

If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.

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