Author Topic: new entities  (Read 5942 times)

soubok

  • Posts: 81
  • Turrets: +6/-0
    • http://soubok.googlepages.com/
new entities
« on: June 23, 2006, 12:53:09 pm »
I have some ideas about entities enhancements and new entities.
Please tell me if you find them usefull and realistic


Enhancements of existing entities:
  - target_score should accept negative count ( penality )
  - teleport should preserve the current angles of the player
  - lightJunior should suport attribute style
  - trigger_gravity should accept the keyword "default" in gravity attribute
  - path_corner should have a STOP flag ( only solution for the moment is wait 99999, and then retrig the related func_train )
  - allow more than 50 chars in target_print

New entities:

target_loose_equipment
flags:
- NEGATE
attributes:
- equipment: a comma delimited list of equipment which will trigger this entity.
description:
 When triggered, this remove the equipment a human is carrying. Apply on player that cause the trigger.


target_add_credits
flags:
-
attributes:
- team: 1 for aliens, 2 for humans
- min: cannot be less than this value
- max: cannot be more than this value
- count: value to add to the player's credit/evolution counter
description:
- When triggered, add or remove (if count < 0) credits/evolutions to the human/alien that cause the trigger
note:
- for alien team, credits are evolutions


target_stage
flags:
-
attributes:
- team: 1 for aliens, 2 for humans
- stage: 1 for stage 2, 2 for stage 3
description:
- When triggered, this causes an unconditional stage change for the team.


target_build_points
flags:
-
attributes:
- team: 1 for aliens, 2 for humans
- points: build points for the team.
description:
- set the build points for the specified team
note:
- coupled with trigger_stage it can be intresting to incrase gradually the build points.
 
 
trigger_previous_game_winners
flags:
-
attributes:
- team: 1 for aliens, 2 for humans, 3 for nobody (drawn)
description:
- fire its target if the previous game was won by the specified team
note:
- this can be more flexible than map rotation based system


trigger_player_count
flags:
-
attributes
- team: 1 for aliens, 2 for humans, 3 for total
description:
- fires its target when "count" players are presents on the server


target_logic
flag:
-
attributs:
- gate: or / and / not
description:
- this target accepts multiple sources. if the logical condition is true, its target is fired
note:
- "or" can be already performed using multiple sources for the same target


target_counter
flag:
- RESET: when count is reach, the counter resets
attributs:
- count: value to reach
description:
- fire its target when count is reach. The initial value is 0, the counter is incremented by 1 when triggered.


target_toggle
flag:
- INVERSE
description:
- fire its target each time it is triggered twice
note:
- don't know how a target can maintain a "1" state, perhaps by fire its trigger periodically ( need a wait attribute? ).


trigger_destruct_buildable
flags:
-
attributes:
- buildables: a comma delimited list of buildables which will trigger this entity.
description:
- fires this trigger will destroy all buildables it contains


trigger_allow_buildable
flag:
- NEGATE
attributes:
- buildables: a comma delimited list of buildables
description:
- only the specified subset of buildables can me constructed in this space


trigger_nodismantle
flag:
- NEGATE
attributes:
- team: 1 for aliens, 2 for humans, 3 for both
- buildables: a comma delimited list of buildables
description:
- specified buildables cannot be dismantled
note:
- perhaps a surfparam is better for this ?


trigger_third_person
flag:
-
description:
- Any player that touches this will switch to third person.
note:
- usefull when falling in a pit
 soubok -

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Re: new entities
« Reply #1 on: June 28, 2006, 01:45:20 am »
Quote from: "soubok"
Enhancements of existing entities:
  - target_score should accept negative count ( penality )
  - teleport should preserve the current angles of the player
  - lightJunior should suport attribute style
  - trigger_gravity should accept the keyword "default" in gravity attribute
  - path_corner should have a STOP flag ( only solution for the moment is wait 99999, and then retrig the related func_train )
  - allow more than 50 chars in target_print
The default gravity is 800, so no real need for that. I think (mind you I'm not certain) that having a path_corner not target anythng will make it stop.

Other than that I like everything. 8)

soubok

  • Posts: 81
  • Turrets: +6/-0
    • http://soubok.googlepages.com/
new entities
« Reply #2 on: June 28, 2006, 09:23:11 am »
In fact, the default gravity can be overload by adding a gravity key in the worldspawn entity.

About path_corner: in a func_train + tag_corners system, when you trigger the func_train, it will stop, and when you trigger it again, it will continue.
This is true even if the path_corner have very long wait delay consequently, when the train is waiting at this path_corner, it seems to be stoped, but it is not the case, it is just waiting, and then you have to trigger it TWICE to make it continue ( hope it is clear :) )
( In my map, I use this system to make toggleable doors )

EDIT: to make everithing clear about this, I have made a drawing : http://soubok.googlepages.com/tremulous_editing_tips
 soubok -

Survivor

  • Posts: 1660
  • Turrets: +164/-159
new entities
« Reply #3 on: July 01, 2006, 12:20:37 am »
trigger_suddendeath
trigger that  activates upon sudden death for further actions specific to sudden death.
I’m busy. I’ll ignore you later.

chompers

  • Posts: 224
  • Turrets: +4/-0
Re: new entities
« Reply #4 on: July 23, 2006, 03:04:31 pm »
Quote from: "soubok"

target_stage
flags:
-
attributes:
- team: 1 for aliens, 2 for humans
- stage: 1 for stage 2, 2 for stage 3
description:
- When triggered, this causes an unconditional stage change for the team.


I'd like to see something similar but not quite this...

Instead of triggering stage 2 directly, it adds stage advancement points as though a player got some kills. The way I understand stage threshholds, it would mean that regardless of how many people are playing, if you have a button linked to a target_stage entity that advances the stage by 5 points, you'd need to press it 4 times to get from the start of stage 1 to stage 2.

Maybe it would be best to just combine the two ideas into one entity, with a 'mode' flag that toggles between the two functions, either setting stage advancement to an absolute number (ie the start of stage 2 or 3, or adding to the current stage advancement score.

Would allow some cool 'anti camper' maps if you have stage advance buttons or trigger areas around the map that can only be pressed once every few minutes.

vcxzet

  • Guest
new entities
« Reply #5 on: July 31, 2006, 01:36:11 pm »
any hope for func_breakable ? I know breakable objects are not very good for MP but it maybe cool

soubok

  • Posts: 81
  • Turrets: +6/-0
    • http://soubok.googlepages.com/
new entities
« Reply #6 on: August 01, 2006, 03:43:41 pm »
All suggestions has been added to the bug #2658 (https://bugzilla.icculus.org/show_bug.cgi?id=2658)

discussion is still open...
 soubok -