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Difference between revisions of "event lightning"
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Rules for using entity_lightning. | Rules for using entity_lightning. | ||
1) The event_lightning will only activate when both of the attached door entities are stopped (open or closed). | 1) The event_lightning will only activate when both of the attached door entities are stopped (open or closed). | ||
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+ | 2) The lightning is 100% horizontal (''check vertical'') so if one door/electrode is off in the horizontal plane by even one unit it won't work. | ||
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3) The lightning will go diagonal in the horizontal plane. (''check vertical'') | 3) The lightning will go diagonal in the horizontal plane. (''check vertical'') | ||
Revision as of 05:44, 21 April 2013
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The event_lightning entity is the lightning that kills the end boss (Chton) at the end of Episode one (the Shareware episode).
Contents
Usage
Rules for using entity_lightning. 1) The event_lightning will only activate when both of the attached door entities are stopped (open or closed).
2) The lightning is 100% horizontal (check vertical) so if one door/electrode is off in the horizontal plane by even one unit it won't work.
3) The lightning will go diagonal in the horizontal plane. (check vertical)
In the released Romero map files these are the attributes of all of the elements for event_lightning as used in e1m7.
==================================== event_lightning entity: targetname: t14 ==================================== Electrodes ==================================== Electrode door 1: targetname: t12 Angles: -90 0 0 lip: 64 Wait: 20 Target: lightning Speed: 100 Flags: starts open ==================================== Electrode door 2: targetname: t13 Angles: -90 0 0 lip: 64 Wait: 20 Target: lightning Speed: 100 Flags: starts open ==================================== Buttons ==================================== Button for electrode door 1: angles: -90 0 0 target: t12 speed: 40 Lip: 4 health: 0 wait: 1 ==================================== Button for electrode door 2: angles: -90 0 0 target: t13 speed: 40 Lip: 4 health: 0 wait: 1 ==================================== Button for triggering event_lightning: angles: -90 0 0 target: t14 speed: 40 Lip: 4 health: 0 wait: 1
Attributes
Note that event_lightning can be placed anywhere inside the map much like trigger_relay. The only available attribute is targetname.
Keys
Spawnflags
The entity_name entity supports the following spawnflags:
Flag | Common Name | Description |
---|---|---|
flag # | flag name in editor (TrenchBroom is ideal) | Description of flag effects |
It also supports the standard spawnflags for difficulty and deathmatch presence.
Flag | Common Name | Description |
---|---|---|
256 | Not on Easy | The Entity will not spawn on Easy difficulty. |
512 | Not on Normal | The Entity will not spawn on Normal difficulty. |
1024 | Not on Hard | The Entity will not spawn on Hard difficulty. |
2048 | Not in Deathmatch | The Entity will not spawn in Deathmatch mode. |
Definitions
FGD Definition
[ @PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" [] ]
DEF Definition
This is the definition format used for most old Quake editors, including the original QuakeEd.
[ unavailable ]