Creates a flamethrower. Works just like the rope. Make a brush with an origin brush. Grab them both and make the entity. Give it an angle, and the flame will start at the origin and fire in the direction of the angle. when triggered with trigger_flamethrower. | ||
Flags: | ||
Steam: | Sprays steam instead of fire. | |
Keys: | ||
Dmg: | Damage per frame [1/10 of a second] (Default 1) | |
Wait: | Amount of time between bursts Default is 2. –1 signifys toggled effect. | |
Angles: | Direction for the effect. | |
Speed: | Speed of the burst. Default is 400. |
An areaportal is an entity that actually doesn’t draw anything beyond it. If you are building a level with doors, this is an incredibly useful tool for cutting down poly counts. It is also very tricky to set up. Basically you build a door, build an areaportal inside the door but as wide and tall (or a bit more) and target the door to the areaportal. When the door opens, the areaportal disappears, and when the door closes, it reappears. The tricky part comes in having it actually work. Areaportals have to separate two distinct regions, and there can be no other openings between those two regions. There are many tutorials on the net for making areaportals work, but just remember that the regions have to be separate and distinct. |
A button is just what it says, but it can also be used as a pressure plate type device. It moves in a direction, triggers something, waits a predetermined time, then moves back to its original position. Ordinary buttons that are to be pushed should have a trigger_playerpushbutton targeting them so that Corvus will use the animation to push them, rather than just bumping into them like a bumbling space-marine. | ||
Flags: | ||
Touch: | Supposedly allows the button to be fired without the trigger_playerpushbutton, as for example a floor button. But actually I find it's not needed, & doesn't seem to do anything. If a button has no targetname-value, it will push when the player bumps into it, just like in Quake. | |
Keys: | ||
Angle: | The direction you want the button to move. | |
Target: | You must target another entity for this to have any real function to it. | |
Targetname: | Has same value as target-field of the trigger_playerpushbutton that tells Corvus to use the button-push animation. | |
Speed: | The speed at which the button will move to its destination. Default is 40. | |
Wait: | The amount of time the button waits before returning to its original position. Default is 1. A wait of –1 will cause the button to never return. | |
Lip: | A button moves a default distance of the width of the brush minus the lip. A negative lip will cause the button to move farther than its width. The default lip is 4. | |
Health: | Use health for shootable buttons. Once its health reaches 0, it triggers. This seems able to work together with targetting by a trigger_playerpushbutton, but I can't think of a good reason to do this. | |
Sounds: | The sound to play as it moves. Default is 0. | |
0) Silent 1) Basic Button 2) Clanky Button 3) Steam Button | ||
Message: | Displays a text string when the button is fully in. The value is the line-number of the message in the levelmsg file in htic2-1.pak. For a custom message, it is usually best to use the text_msg key instead. | |
Text_msg: | Value is the text displayed when the button is fully pushed in. Doesn't seem to be able to play an audio file. |
A door is a multipurpose entity that can be used as a door in the normal sense or a platform of sorts. With multiple func_doors moving in opposite directions, an exciting visual entity can be created. | ||
Flags: | ||
Start Open: | Starts in its final position. Sometimes it’s easier to build a door where you want it to end. | |
Crusher: | A door without this flag will stop when it hits another entity. With this flag set, it will keep moving towards its destination, causing damage to it and eventually destroying it. | |
No Monster: | Monsters cannot use this door. | |
Animated: | Don’t know.An animated texture will work on the door with this flag. | |
Toggle: | When this flag is set, the door will wait in its start and end position until it’s triggered again. | |
Animated_fast: | Don’t know.An animated texture works, but animates faster. | |
Keys: | ||
Message: | Put a text message on the door. For example, when the player walks up to a door that hasn’t been triggered, the door can print the message, This door is locked. Messages are set by a number corresponding to a line in levelmsg.txt, as listed here (45, "I'll have to open this elsewhere", is probably the most useful value). text_msg does not seem to work for func_door. | |
Angle: | Sets the direction the door will move in. | |
Targetname: | If targetname is set, the door must be triggered to work. | |
Health: | If health is set, the door must be killed to work. | |
Height: | If the door has an angle of –1 or –2, this is the distance for the door to move. | |
Speed: | The speed the door moves to its destination. Default is 100. | |
Wait: | Amount of time the door waits in its destination position. Default is 3. If wait is set to –1, the door will not return. If the wait is set to –2, once triggered, it will constantly cycle from its start to its destination position. | |
Lip: | A door moves a default distance of the width of the brush minus the lip. A negative lip will cause it to move farther than its width. The default lip is 8. | |
Dmg: | The amount of damage the door does if it hits another entity. The default is 2. | |
Team: | If you have two touching doors that you want to open at the same time, make both doors have the team key value. | |
Sounds: | The sound to play when it moves. | |
0) Silent (Default) 1) Generic door 2) Heavy stone door 3) Swinging arm for palace 4) Sliding bridge for palace 5) Small/Medium wood door swinging 6) Large/Huge wood door swinging 7) Medium wood/stone door sliding 8) Large wood/stone door sliding 9) Medium metal door swinging 10) Fast sliding door 11) Hive/ multipaneled sliding door 12) Huge stone door swinging 13) Medium/large elevator 14) Crane (warehouse level) 15) Hammerlike pump in Oglemine1 16) Sliding metal table in Cloudlabs 17) Lab Table which rotates up to the ceiling in cloudlab 18) Piston Sound 19) Short, sharp metal clang 20) Something going on under water |
A rotating door is an entity that must have an origin brush associated with it to work. It can rotate on any of the axis, and can be used for objects other than doors. In Heretic II, you will see constantly moving gears that are rotating doors. | ||
Flags: | ||
Start Open: | Starts in its final position. Sometimes it’s easier to build a door where you want it to end. | |
Reverse: | When you give a door a distance (angle) to rotate, reverse will make it go that many degrees in the opposite direction. | |
Crusher: | A door without this flag will stop when it hits another entity. With this flag set, it will keep moving towards its destination, causing damage to it and eventually destroying it. | |
No Monster: | Monsters cannot use this door. | |
Animated: | An animated texture will work on the door with this flag.Don’t know | |
Toggle: | When this flag is set, the door will wait in its start and end position until it’s triggered again. | |
X-Axis: | Rotates about the x-axis instead of the z-axis. | |
Y-Axis: | Rotates about the y-axis instead of the z-axis. | |
Swingaway: | Door will always swing away from the player in the distance specified. | |
Keys: | ||
Distance: | This is actually the amount of rotation you want. | |
Speed: | How fast it rotates. Default is 100. | |
Message: | Attach a text string to the door. | |
Angle: | No effect. | |
Targetname: | If this is used, the door must be triggered to work. | |
Health: | If this is used, the door must reach 0 HP before working. | |
Wait: | The amount of time the door waits at its destination. Default is 3. Wait –1 causes it to never return. Wait –2 causes it to constantly cycle. | |
Dmg: | The amount of damage the door does to an entity if blocked. | |
Sounds: | The sound played when triggered or used. Same as func_door. |
Secret doors move in two directions, usually a short move back or to the side, then towards its angle. | ||
Flags: | ||
Always Shoot: | Door can be shot open, even if it is targeted by something. | |
1st Left: | The door’s first move is to the left of the angle. | |
1st Down: | The door’s first move is to towards angle –2. | |
Keys: | ||
Angle: | This is the second direction the door will move. | |
Dmg: | This is the amount of damage the door does to an entity if blocked. | |
Wait: | The amount of time the door waits at its destination. Default is 5. Wait –1 causes it to never return. | |
Lip: | Distance minus the length of the brush to stick out, on its second move. | |
Sounds: | Uses all the same sounds of func_door. |
This function is used if you want to group a bunch of brushes together to move them in the editor. It has no purpose in the game. |
The monster spawner is used to have monsters either reappear in places you’ve already cleared, a level you might have to return to, or to have lots come out of a small area (like a rat hole). | ||
Flags: | ||
On Death: | A new monster will not spawn until the previous one is dead. | |
Randombuoy: | The monster will be teleported to a random buoy not in the players view. | |
Peaceful: | The monster is not spawned angry if this flag is checked. Monsters will spawn angry by default only if the player triggered the monster spawner. | |
Keys: | ||
Count: | The number of creatures this spawner will produce. Default is 1. | |
Distance: | The radius at which the monster can spawn from the entity. It picks a random angle when spawning. | |
Style: | The type of monster to spawn. | |
0) Nothing 1) Rat 2) Plague Elf 3) Plague Spreader 4) Gorgon 5) Chkroktk (Doesn’t really exist) 6) T’chekrik Male (bug people) 7) T’chekrik Female 8) T’chekrik Mothers 9) High Priestess 10) Ogle 11) Seraph Overlord 12) Seraph Guard 13) Assassin 14) Morcalavin 15) Dranor 16) Sidhe Guard 17) Siernan 18) Ssithra Scout 19) Ssithra Victim 20) Mutant Ssithra 21) Harpy 22) Fish 23) Chicken 24) Plague Ssithra 25) Gkrokon (Beetle) 26) Giant Rat 27) Palace Plague Guard 28) Invisible Palace Plague Guard | ||
Wait: | The amount of time between spawns. Default is 10. | |
Mintel: | How long the monster will chase you. | |
Melee_Range: | How close the player is maximum for the monster to melee. 0 means the monster won’t melee, and a negative number means the monster will try and keep a distance. | |
Missile_Range: | Maximum distance the player can be and still let the monster use its ranged attack. | |
Min_Missile_Range: | Minimum distance the player can be and still let the monster use its ranged attack. | |
Jump_Chance: | A percent chance that the monster will jump. Use –1 for 0% chance. | |
Wakeup_Distance: | How far away the player can be before the monster wakes up. |
If you make a brush into this entity, it can sit on top of other entities, and when they are removed, it falls to the ground. (Sounds exciting… find any use for it? –Ed.) | ||
: | This probably doesn’t even work willth our new physics system. | |
Flags: | ||
Trigger_sp: | Don’t know | |
Animated: | Don’t knowAnimated textures are usable on it. | |
Animated_fast: | Don’t knowAnimated textures animate faster. |
A plat is much like a door that moves up and down, but it can have acceleration attached to it. | ||
Flags: | ||
Plat_low_t: | Don’t know | |
Keys: | ||
Targetname: | If this is set, the plat must be triggered to work. | |
Speed: | The speed at which the plat moves. Default is 150. | |
Accel: | The acceleration to its intended speed. Default is 500. | |
Lip: | A plat will move a distance equal to it’s height minus the lip. A negative lip will cause it to move farther. Default is 8. | |
Height: | A height value will override the default of the brush’s height. | |
Sounds: | The sound that is played when triggered. | |
0) Base fast 1) Chain Slow |
Much like a rotating door except it moves 360 degrees about an axis. | ||
Flags: | ||
Start On: | Will move immediately and keep moving. | |
Reverse: | Will move in the opposite direction around the axis. | |
X-Axis: | Will move around the x-axis instead of the z-axis. | |
Y-Axis: | Will move around the y-axis instead of the z-axis | |
Touch Pain: | ||
Stop: | If the entity comes in contact with another entity, it will stop moving. | |
Animated: | Don’t knowAnimated textures work on it. | |
Animated_fast: | Don’t knowAnimated textures animate faster. | |
Crusher: | Does just that when the player blocks it. | |
Keys: | ||
Speed: | The speed at which the entity rotates. Default is 100. | |
Dmg: | The amount of damage the entity does to another entity. Default is 2. | |
Sounds: | The sound that is played when triggered. | |
0) Silent 1) Generic Rotate 2) Huge wheel in Cloudlabs 3) Rock Crusher in Oglemine2 4) Paddles in Gauntlet |
A timer is used if you want an object to trigger at either a regular interval or a random interval. This is cool for broken objects as it gives them a sporadic feel. Timer’s can not be touched. | ||
Flags: | ||
Start On: | The timer is immediately active, and doesn’t need to be triggered. | |
Keys: | ||
Wait: | The amount of time between triggering. Default is 1. | |
Random: | Used in conjunction with wait, the amount of time will vary. Default is 0. The range of time becomes wait+random to wait-random. | |
Delay: | The amount of time before firing when first activated. Default is 0. | |
Pausetime: | An additional delay for the first activation, this only works with the Start On flag checked. |
Trains are entities that move on a path predetermined by the designer. Used in conjunction with path corners, this is one of the most powerful entities in the game. It can be used as a platform that carries the player on a non-linear course, it can be used for objects that look to be falling, or it can be used for objects that look to be sliding across a surface. Trains can carry models also. Rotating trains must have an origin brush. | ||
Flags: | ||
Start On: | The train is active at the start of the level. | |
Toggle: | Waits at each path corner to be triggered again. | |
Block_Stop: | If the train runs into another entity, it will stop. | |
Has Origin: | Uses the origin brush rather than the lower left corner of the train. | |
No_clip: | The train is no_clip. Used for moving cameras. (see misc_remote_camera for details.) | |
PushPull: | With this flag selected, an object becomes pushable by Corvus. If you stand Corvus in front of it and hit his action key, he should go into a slight crouch. He can then push it, or pull it. This is no longer used. | |
Keys: | ||
Speed: | The speed of the train. Default is 100. Path corners can be given speed also. | |
Damage: | The amount of damage the train does to another entity. Default is 2. | |
Noise: | The sound that is played while the train is moving. | |
Rotate: | The speed that the train should rotate at. The actual rotation of the train is based on the path corners. | |
Wait: | The amount of time to wait at each path corner. A wait of –1 will cause the train to wait at a path corner until it is triggered again. A wait of –3 will cause the train to explode, and should be only put on one path corner. A wait of –4 will cause a model attached to go through its frames of animation. Use in conjunction with count. | |
Count: | Number of frames in a model. | |
File: | The name of the file if you want to move a model. An example is models/objects/broom/tris.fm. | |
Materialtype: | What rubble to use if it explodes. Look at the breakable brush rubble. |
A wall entity is one that simply acts as a normal wall, but it can blink into existence or remove itself. Useful for forcefields and such. | ||
Flags: | ||
Trigger_spawn: | Will come into existence when it is triggered. It will kill anything in its way when spawned. | |
Toggle: | Use with trigger_spawn flag, it will allow the wall to be turned on and off. | |
Start On: | Use with trigger_spawn flag, it will start the wall spawned at which point it may be removed. | |
Animated: | Don’t know.Animated textures work on it. | |
Animated_fast: | Don’t know.Animated textures animate faster. |
Func_water is a moveable water brush. It can only move up or down, but gives the illusion that a room is filling with water, or draining. It must be targeted to work and must use a water texture. Currently, the brush must also be non-transparent. | ||
Flags: | ||
Start Open: | Will start in its destination position. | |
Keys: | ||
Angle: | Direction to move. Must be angle –1 or –2. | |
Speed: | The speed at which it will move. Default is 25. | |
Wait: | The amount of time it will wait in its destination position. Default is –1, which is that it must be triggered to move back to its original position. | |
Lip: | The water will move a distance equal to it’s height minus the lip. A negative lip will cause it to move farther. Default is 0. | |
Sounds: | The sound that is played as it moves. | |
0) No sound 1) Water 2) Lava |