The buoy system is a Raven addition that is intended to improve the AI of monsters. While the concept is easy there is a lot to know about buoys. A special section is on page ###.51. | ||
Flags: | ||
Jump: | Will cause the monster to jump. Use with key values speed and height. | |
Activate: | Will allow a monster to use an object. Must be used in conjunction with pathtarget and pathtargetname. | |
Turn: | Will allow a monster to turn to the buoys angles. | |
Oneway: | If a monster goes through this buoy, he cannot return the same way. | |
Keys: | ||
Jumptarget: | Tells the monster to jump to a buoy with a corresponding targetname. This doesn’t actually make the monster jump, just lets it know it can. You also need the jump flag set. | |
Wait: | Used in conjunction with Activate, it sets a time before the monster can attempt another activate. | |
Delay: | Used in conjunction with Activate, it makes the monster wait for a time for the activated object to move. | |
Angles: | XYZ value of buoy. | |
Pathtarget: | Use this to have a buoy target an object. | |
Target: | Use this to target a buoy to another buoy. | |
Target2: | Use this to target the buoy to a completely different one. | |
Targetname: | Every buoy must have a targetname and it must be unique. | |
Speed: | Speed that monsters will jump if the jump flag is set. | |
Height: | The height a monster will jump if the jump flag is set. |
Not currently used.Used as a target for misc_remote_camera. |
Used as a target for spotlights and camerasNot used. |
A player start for a coop game. Heretic II supports four coop players per level. A startspot can have a targetname if a level has multiple startspots (hub). |
A player start for a deathmatch game. |
Not currently used. |
A player start for a single player game. A startspot can have a targetname if a level has multiple startspots (hub). |
The ammo for the 3rd weapon, the hellstaff. |
The ammo for the 7th weapon, the Phoenix bow. |
The ammo for the 5th weapon, the Redrain Storm bow. |
Model-free pickup. Seems to half-replenish your mana. Appears once in maps, but seems unfinished. |
The 2rd defensive spell, Meteor Barrier. |
The 3nd defensive spell, the Morph Ovum. |
The 1st defensive spell, the Ring of Repulsion. |
The 4th defensive spell, the Lightning Shield. |
The 5th defensive spell, Teleport. |
A health icon, worth 30 points. |
A health icon, worth 10 points. |
A mana combo icon, worth 50 30 points. | ||
Item_mana_combo_qtr: | A mana combo icon, worth 25 points. |
A defensive mana icon, worth 40 points. |
A defensive mana icon, worth 20 points. |
An offensive mana icon, worth 40 points. |
An offensive mana icon, worth 20 points. |
Spits a out an item out. Should be targeted by an object like a chest. | ||
Flags: | ||
Noflash: | No flash is created when the item spits out. | |
Keys: | ||
Target: | Name of item to spit out. For example, target, item_torchpuzzle_townkey.. | |
Count: | Number of items to spit out. | |
Radius: | Distance from emitter to spit the item. | |
Spawnflags2: | Spawnflags to set for the item created. |
The 9th 6th weapon, the Firewall. |
The 3rd weapon, the Hellstaff. |
The 8th 9th weapon, the Mace Balls. |
The 4th weapon, the Magic Missile. |
The 7th weapon, the Phoenix Bow. |
The 5th weapon, the Red RainStorm Bow. |
The 6th 8th weapon, the Sphere of Annihilation. |