NEW ENTITIES FOR ET-BETA2 released


(Erik-Ftn) #1

Edited 2004-03-20 start

New entities for ET -BETA2 2004-03-20

Heres beta2: http://user.tninet.se/~fzo823r/rtcw_ent_in_et_beta2.pk3

Changes made from RTCW_ent_in_et_beta1:

Added func_button and func_secret.
Added updated original et_entites.def file, named et_entites_updated_b2.def

Removed entities advised against by DigiBob, SD.
Removed entities with limited or unpredictable behaviour.

Merged remaining .def files with new entites into one file.

Some minor errors removed and some minor updates to the .def files.


Edited 2004-03-20 end

Hi

I’ve been through ET in search for entities that works but are not in Radiant.

Some of these entities are from RTCW or even Quake3 and some seem just not included in Radiant. I’ve been told that the the ones that were included in Radiant were done so because they were used in the orignal six maps.

Here is the beta1 of a walkaround pk3 museum of the new entites, as well as documention, .def additions and updates etc. The map is a “technical” museum, ie they just show the entites as they are. Any creative use of them is the next step.


http://user.tninet.se/~fzo823r/rtcw_ent_in_et_beta1.pk3

A list of the new entities:

// --------------------- locking and unlocking doors --------------

/*QUAKED target_lock (1 1 0) (-8 -8 -8) (8 8 8)
Locks and unlocks func_door and func_door_rotating

//----------------------------leaky ------------------------------------

/*QUAKED func_leaky (0 .5 .8) ?
Leaks when shot by bullets - in that direction

//------------------------ dust ---------------------------------

/*QUAKED props_smokedust (.8 .46 .16) (-8 -8 -8) (8 8 8)
Some brief clouds of smoke/dust.
/*QUAKED props_dust (.7 .3 .16) (-8 -8 -8) (8 8 8) WHITE
A brief streak of dust.

// ------------ spawn items -------------------------------

/*QUAKED misc_spawner (.3 .7 .8) (-8 -8 -8) (8 8 8)
When this entity gets used it will spawn an item that matches its spawnitem field

// ------------weapons -------------------------------

/*QUAKED weapon_panzerfaust (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_thompson (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_sten (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_mp40 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_mortar (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_fg42 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_mobile_mg42 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_kar43 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_kar98Rifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_garandRifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_M1CarbineRifle(.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_colt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_luger (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

/*QUAKED weapon_magicammo (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
/*QUAKED weapon_magicammo2 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

// ------------ jetengine blowout -------------------------------

/*QUAKED misc_firetrails (.4 .9 .7) (-16 -16 -16) (16 16 16)
This will produce fire and smoke and look like a jetengine blowout

// ------------ chairs -------------------------------

/*QUAKED props_chair_side (.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
/*QUAKED props_chair_hiback (.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
/*QUAKED props_chair_chat(.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair
/*QUAKED props_chair_chatarm(.8 .6 .2) (-16 -16 0) (16 16 32)
Shootable, pusheable chair

// ------------ gunsparks -------------------------------

/*QUAKED props_gunsparks (.8 .46 .16) (-8 -8 -8) (8 8 8)
Some tiny gunsparks

// ------------ landmines -------------------------------

/*QUAKED misc_landmine (.7 .3 .16) (-8 -8 -8) (8 8 24)Axis Allied
landmines

// ------------ alarmbox -------------------------------

/*QUAKED alarm_box (1 0 1) START_ON
A model with a toggleable button and a soundalarm

// -------------------- boxes ---------------------------

/*QUAKED props_box_32 (1 0 0) (-16 -16 -16) (16 16 16)
Pusheable, not destroyable
/*QUAKED props_box_48 (1 0 0) (-24 -24 -24) (24 24 24)
Pusheable, not destroyable
/*QUAKED props_box_64 (1 0 0) (-32 -32 -32) (32 32 32)
Pusheable, not destroyable

// -------------------- crates -----------------------------

/*QUAKED props_crate_64 (.8 .6 .2) (-32 -32 0) (32 32 64)
breakable pushable
/*QUAKED props_crate_32 (.8 .6 .2) (-16 -16 0) (16 16 32)
breakable pushable

// ----------- health powerups -------------------------------

/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 5 HP
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 20 HP
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, gives 50 HP
/*QUAKED item_health_turkey (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup
/*QUAKED item_health_breadandmeat (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
A health powerup, seems to be +15 in ET.
/*QUAKED item_health_wall (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED - - RESPAWN
A health powerup, 25 HP

// -------------------- flamebarrel ---------------------

/*QUAKED props_flamebarrel (.8 .6 .2) (-13 -13 0) (13 13 40) SMOKING NOLID OIL -
blowable barrel, will burn

// ----------- mirror and camera -----------------------------------

/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
Used for mirror and cameras
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a misc_portal_surface.

// ---------------------teleporting enteties --------------

/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
The activator will be teleported away.
/*QUAKED trigger_teleport (.5 .5 .5) ?
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.

// ---------------------displaying text --------------

/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) AXIS_ONLY ALLIED_ONLY PRIVATE
This will display text on the lower part of players screens.

http://user.tninet.se/~fzo823r/rtcw_ent_in_et_beta1.pk3



(Ifurita) #2

Excellent work. Very nice


(Detoeni) #3

Nice job! Your timing could not have been better. “target_lock” just what I need for me map.


(Loffy) #4

That was really cool!
// Loffy


(MadMaximus) #5

excellent stuff. :clap:


(MrLego) #6

Very Nice! :drink:


(Drakir) #7

Nice work there!
I see that u have included the missing models, so the obvious question. Are we really allowed to use these models in ET?


(radiant) #8

locking door… that’s it! :banana:


(kevinski) #9

Just one question: I realize that this was used in the wine cellar (possibly in the first level) in RtCW. Is this supposed to be wine leaking out, or is it supposed to be gunpowder (or something of that nature)?


(flashkillaman) #10

great work!


(kommando) #11

Thank you, excellant work!!! :clap:

:drink:


(CAIN VC) #12

Nice job - thank you.


(Erik-Ftn) #13

Thanks for support ppl. :slight_smile:

IMO, using these small models, a few barrels, two different healthpacks, two chairs, an alarmbox and a sausage will not be a problem worth putting time into for anyone.

Also, some models are custom made by me, some are from Radiant and some are from ET and I’ve changed them a bit.

Its black, and in the entity description it says “oil”. There will be no pool on the ground, though.


(gerby) #14

// ---------------------displaying text --------------

/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) AXIS_ONLY ALLIED_ONLY PRIVATE
This will display text on the lower part of players screens.

Your timing is superb, and this entity should answer a question someone else raised in another thread. I know I´ll be using this one lots!

Top marks for having the patience to do all this, very much appreciated!


(gerby) #15

Heh cool, my entity definition has smileys in it - must be an extra happy one!


(Drakir) #16

the target_print is the one used in Northpole for the TIP! stands…


(digibob) #17

I would advise heavily against using any of the prop_ entities, as they are not very network friendly for the most part.


(Erik-Ftn) #18

Hi, does “most part” mean “most of the time” or “most of the enteties”? If the latter, please elaborate.

The props categories are:

boxes
crates
chairs
flamebarrels

dust
gunsparks

Entities confirmed to be causing major problems will be separated or exluded in the final release. I hope results from large scale testing will soon be available.


(Erik-Ftn) #19

There is probably something wrong with my former post, technically. It caused the thread to disappear when I deleted this post. well, whatever…


(digibob) #20

Most of the entities, most of the time.

The ones you can push about are the worst.