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event_lightning

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Revision as of 04:44, 21 April 2013 by QuakeTree (talk | contribs)


event_lightning
(Chthon death trap (end Boss of the Shareware episode))
Entity type Point entity
Entity class entity
Dimensions NA
Quake-C entity.qc
Precaches list precached

models and sounds
here. Otherwise
leave empty

The event_lightning entity is the lightning that kills the end boss (Chton) at the end of Episode one (the Shareware episode).

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 ]