converting target_relay to the ET equivalent


(Ifurita) #1

What does target_relay do in RTCW maps and what is the replacement for ET?


(Erik-Ftn) #2

Hi

ET version (no keys in ET):

/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM - - -
Fires its targets.
-------- KEYS --------
target and targetname
-------- SPAWNFLAGS --------
RED_ONLY - only triggers by axis accepted
BLUE_ONLY - only trigger by allied accepted
RANDOM - only one of the targets will be fired, not all of them.
-------- NOTES --------
(none)
*/

works fine in ET in all testmaps I’ve done.

RTCW version

/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn’t perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
“key” specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means “fire only if I do /not/ have the specified key”
TAKE_KEY removes the key from the players inventory
“lockednoise” specifies a .wav file to play if the relay is used and the player doesn’t have the necessary key.
By default this sound is “sound/movers/doors/default_door_locked.wav”
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/


(FireFly) #3

@Erik-Ftn: Do you happen to know if the “shooter_tesla” entity from rtcw, still works in ET?


(Chruker) #4

FireFly: That entity isn’t in the source code nor mentioned in the .exe or .dll files.


(FireFly) #5

Damn,Too bad they left it out… thanks for the info Chruker


(Chruker) #6

What did it doo? Never heard of it :slight_smile:


(Apple) #7

I used the target_relay entity in my map to trigger a bunch of target_speakers when a certain criteria was met (Allies activating the Loading Door Controls). When the trigger for the Loading Door Controls is activated in my script I have it alertentity the scriptname of my target_relay, in this case it’s name is door_open_trigger. I then set the target_relay’s target to the targetname of number of different target_speakers, all of which used the same targetname.

So in the end, when the loading doors are opened my target_relay triggers all the target_speakers it’s pointing at to start playing their alarm .wav, when the doors close it again triggers them but this time tells them to all stop.


(FireFly) #8

What did it doo? Never heard of it :slight_smile:

Here’s a shot from rtcw map called ‘‘xlabs’’ where they used 3 tesla_shooter’s. If a player would touch one of those electric beams’ (don’t know what they are called in english) the player would loose health…

But I guess the same thing can be done within ET with a proper animated shader and a trigger hurt… :stuck_out_tongue:


(Chruker) #9

And properly using a misc_beam too.

Funny that its missing in ET when it was in RTCW, but perhaps they thought it was to unnatural.


(G0-Gerbil) #10

A lot of entities weren’t included in the ET .DEF file simply because they were never used in ET.
As a result, a lot still work but are ‘undocumented’ and ‘unsupported’.
But I’ve had great results from using most of 'em.