Misc siegeitem

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DESCRIPTION

Defines a Siege Item


SPAWNFLAGS

STARTOFFRADAR - Start not displaying on radar, don't display until used.


KEYS&VALUES

model - Name of model to use for the object.

mins - Actual mins of the object. Careful not to place it into a solid, as these new mins will not be reflected visually in the editor. Default value is '-16 -16 -24'.

maxs - Same as above for maxs. Default value is '16 16 32'.

targetname - If it has a targetname, it will only spawn upon being used.

target2 - Target to fire upon pickup. If none, nothing will happen.

pickuponlyonce - If non-0, target2 will only be fired on the first pickup. If the item is dropped and picked up again later, the target will not be fired off on the sequential pickup. Default value is 1.

target3 - Target to fire upon delivery of the item to the goal point. If none, nothing will happen (but you should always want something to happen).

health - If > 0, object can be damaged and will die once health reaches 0. Default is 0.

showhealth - if health > 0, will show a health meter for this item.

teamowner - Which team owns this item, used only for deciding what color to make health meter.

target4 - Target to fire upon death, if damageable. Default is none.

deathfx - Effect to play on death, if damageable. Default is none.

canpickup - If non-0, item can be picked up. Otherwise it will just be solid and sit on the ground. Default is 1.

pickupsound - Sound to play on pickup, if any.

goaltarget - Must be the targetname of a trigger_multi/trigger_once. Once a player carrying this object is brought inside the specified trigger, then that trigger will be allowed to fire. Ideally it will target a siege objective or something like that.

usephysics - If non-0, run standard physics on the object. Default is 1.

mass - If usephysics, this will be the factored object mass. Default is 0.09.

gravity - If usephysics, this will be the factored gravitational pull. Default is 3.0.

bounce - If usephysics, this will be the factored bounce amount. Default is 1.3.

teamnotouch - If 1 don't let team 1 pickup, if 2 don't let team 2. By default both teams can pick this object up and carry it around until death.

teamnocomplete - Same values as above, but controls if this object can be taken into the objective area by said team.

respawnfx - Plays this effect when respawning (e.g. it is left in an unknown area too long and goes back to the original spot). If this is not specified there will be no effect (expected format is .efx file).

paintarget - Plop self on top of this guy's origin when we are used (only applies if the siege item has a targetname).

noradar - If non-0 this thing will not show up on radar.

forcelimit - If non-0, while carrying this item, the carrier's force powers will be crippled.

target5 - Target to fire when respawning.

target6 - Target to fire when dropped by someone carrying this item.

icon - Icon that represents the gametype item on the radar.


Health charge things only work with showhealth 1 on siege items that take damage.

health_chargeamt - If non-0 will recharge this much health every...

health_chargerate - ...this many milliseconds. (1000 milliseconds = 1 second.)


NOTES

This is used as a generic "objective" entity. It is pretty much fully customizable, and can be set up for numerous things like be a flag-type capture item objective, or a destroyable item objective.

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