k, thx for info.
NEW ENTITIES FOR ET-BETA2 released
Aargh we´ll start getting screenshots of chairs in wierd places all over again, like the hovering ones in village (push them over the hole in the floor).
Still, would be fun to make an ´escort the chair´ map, would make a change at least 
…and then you’ll get mass accusations about “what n00b shot our wee chair ???” ;p
[quote=“HairyPlums”]
…and then you’ll get mass accusations about “what n00b shot our wee chair ???” ;p[/quote]
What this game really needs is repairable chairs :moo:
/me runs off and makes a map consisting of only pushable chairs…[/quote]
MP_CHAIRD \o/
Props entites
Chairs
I haven’t yet seen any diff btw the new chairs and the one already in RadÃant for ET. The old props_chair hovers and vibrates at edges and doesn’t fall down. The new ones behave similarly.
Testing
To be extra clear with what testing I’ve done. There is no large scale testing done on my part whatsoever. I’ve done my testing in devmap and server environment w me as only player.
The Props entities
Well, the only props that I’ll really regret possibly excluding are the boxes and crates, since there are no nice substitutes for their functions and the crates took me some time to get right.
The gunsparks are also nice, if u tag them to a script mover u could map a burning fuse. Barrels, dust, chairs… well they are more show and less function. The props_dust would be nice to keep though, as it sets up nicely, looks good and really adds to the feeling when things breaks up and you can map dust in the cracks just before they break.
The chairs shouldn’t be too bad, i went over them a bit with some stuff bani and i had worked on with rtcw.
Well, you could take the easy road, and just quote digibobs words of wisdom in the entity description :moo:
Hi here are two more entities. The descriptions are ET updated.
func_button and func_secret for ET
// ------------------- secret door -------------------------------
/*QUAKED func_secret (0 .5 .8) ? REVERSE - - TOUCH
Secret door which opens inwards, then to the side. No usefield.
-------- KEYS --------
"key" -1 for locked, 0 for open. default '0' unless door is targeted.
"angle" determines the opening direction
"targetname" target this entity to open it
"speed" movement speed (100 default)
"wait" wait before returning (2 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"health" if set, the door will also open when hurt
"team" doors with the same "team" value will open at the same time
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
-------- SPAWNFLAGS --------
REVERSE - use with team function to have double doors opening nicely
TOUCH - opens when touched or hurt - can't be targeted
-------- NOTES --------
Seems to always be crusher
*/
// ----------------------- button --------------------------
/*QUAKED func_button (0 .5 .8) ? - - - TOUCH
When a button is used, it moves some distance in the direction of it's angles, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
-------- KEYS --------
"target" all entities with a matching targetname will be used
"angle" does NOT work in ET, use "angles"
"angles" direction to move, x y z (eg 45 45 45)
"model2" .md3 model to also draw - use an origin
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button will also open when hurt
"color" constantLight color
"light" constantLight radius
-------- SPAWNFLAGS --------
TOUCH activates when player is close enough
-------- NOTES --------
*/
New entities for ET -BETA2
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.
Since this thread is here - a big shout out for the target_print - getting used lots in my maps - I love private and team only messages!
Here is the version of the props_chair_hiback that I use.
Instead of a purple cube in radiant it displays the actual gamemodel
Place the code in your custom.def file and make sure that it is in your scripts folder.
This should work for the other props chairs as well.
/*QUAKED props_chair_hiback (.8 .6 .2) (-16 -16 0) (16 16 32)
model="models/furniture/chair/hiback5.mdc"
Shootable, pusheable chair
-------- KEYS --------
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard = (0 = wood), (1 = glass), (2 = metal)
angle = (90 = up), (360 = right), (270 = down), (180 = left)
-------- NOTES --------
point entity
*/
With respect to what digibob said about using the props entities - we do need a few things to shoot at during warmup. 
Sorry to revive an old post.
I’m wondering how to use this updated entities.def file.
Do I pull it out of the .pk3 and replace my current entities.def with it?
What is the proper way to use it?
I bet you didn’t read the readme :moo:
How to use the new entities in Radiant
Copy the .def files in /scripts to your etmain/scripts directory. Remove the old .def file. Restart Radiant.
So it doesn’t matter that the old .def file is named et-entities.def and none of the new ones have that name?
I just didn’t want to screw anything up.
It doesn’t matter what the original file is named like, just make sure it hasn’t got the .def extension otherwise both files get read.