Func usable

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DESCRIPTION

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.


SPAWNFLAGS

START_OFF - The wall will not be there.

ALWAYS_ON - Doesn't toggle on and off when used, just runs usescript and fires target.

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

targetname - When used, will toggle on and off

target - Will fire this target every time it is toggled OFF

model2 - .md3 model to also draw

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

light - ConstantLight radius

usescript - Script to run when turned on

deathscript - Script to run when turned off

wait - Amount of time before the object is usable again (only valid with ALWAYS_ON flag)

health - If it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1

endframe - Will make it animate to next shader frame when used, not turn on/off... set this to number of frames in the shader, minus 1.

teamuser - If 1, team 2 can't use this. If 2, team 1 can't use this. (Applicable only during Siege gametype)


_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.


NOTES

Makes a bmodel simply appear and disappear from world. Good to use for switches. (I.e. one brush with red or off texture and another with a green or on texture.) Alternating between them for which is visible.

Use also as a force field or energy field on and off.

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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