Properties of objects - Where do I find it?


(=PoW= Kernel 2.6.5) #1

It seems from what I’ve seen of other people’s maps that most (if not all) objects in the map have properties that can be set in scripts.

I’m referring to brushes, entities and models when I say objects.

An example would be setting a brush invisible in a script and such.

My question is:
Where do I find a list of properties available for these objects?

I did search the forums but I’m probalby not using the right keywords.

Thanks for any help.


(kamikazee) #2

Making objects invisible that have a targetname key/value pair, look for setstate.
‘Using’ them can be done with alertentity.

BTW: Fix the spelling error in the title if you can. :wink:


(SCDS_reyalP) #3

All objects (including ones made of models and brushes) in ET are entities.

Setting their particular characteristics is usually done either by setting entity keys in game, scripting in the .script file, and various special shaders.

Entity keys are described (mostly) in the entities.def file found in your scripts directory. This is the same information shown when you select the entity in the editor. Most of the scripting stuff is described in the lever designers reference found here http://www.planetquake.com/simland/ldr1_1/

The shaders are described in the above URL, and the shader manual: http://www.shaderlab.com/q3map2/shader_manual/

The other documentation included with the editor, while out of date and mostly written for quake3, has a lot of good information in it.


(=PoW= Kernel 2.6.5) #4

Maybe I’m asking the question wrong.
Let me try again.

I have seen others make brushes invisible, I have seen others change various properties of brushes and entites in their maps.
They are using properties that are not in entites.def (et-entities.def).

So my situation is to go through countless maps looking at scripts to see what properties others were able to manipulate or to find this “list” for all the different objects in ET and what can be manipulated via scripting.

I could find some properties in the ET Level’s designer manual and some in the .def file but not the sort of things I have seen in other’s scripts.

Is there something out there the looks like this::

Object1

properties:
object1.visibility - set visibility
object1.light - emit light
so on and so on.

Is there something like that?


(kamikazee) #5

As I said: setstate can toggle visibility. It’s not in the LDR under scripting reference, but probably it’s a command dating from RTCW.
Usage:

setate <targetname> <state>

Possible ‘states’:

default
invisible
underconstruction

Emitting light is actually not a state, but it’s done by ‘using’/toggling a dynamic light, shortened to dlight. To toggle it through the script, alertentity is used.

alertentity <targetname>

Note that alertentity is not in the LDR as well, but it can be used on all entities that are normally targetted in the map editor, using targetname.


(=PoW= Kernel 2.6.5) #6

Yes sir - Now - where can I find this in documentation?

The reason I ask this question is to save the forums the countless questions I’ll need to ask without such information.

Here is the situation that started this all:

I have a trigger_hurt that I want to turn on and off from a script.
How do I do this?


(CooperHawkes) #7

either setstate it visible/invisible whenever you want to toggle the “hurting” or try alertentity on the trigger_hurt… both methods need the trigger_hurt to have a targetname


(SCDS_reyalP) #8

All (or almost all) of the scripting keywords are described in the LDR. It is the most complete documenation you are going to find.

However, I do notce that ‘setstate’ is incorrect called ‘setposition’ in the LDR :moo:

setposition <targetname> <default|invisible|underconstruction>
Sets the state of an entity.

should read

setstate <targetname> <default|invisible|underconstruction>
Sets the state of an entity.

The real setposition keyword is documented above that in the LDR.


(=PoW= Kernel 2.6.5) #9

For future reference…

The answer to my original question is:
The complete information can only be found in the source code of q3map2.

Here is a link to Chrucker’s site where he has gone through the code in an attempt to document this:
http://games.chruker.dk/enemy_territory/