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Editing func bossgate

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{{Infobox_entity
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'''Func_bossgate:'''
| classname = func_bossgate
 
| commonname = Boss Gate
 
| type = solid
 
| class = [[Func (entity class)|func]]
 
| dimensions = variable
 
| quakec = [[misc.qc]]
 
| precaches = N/A
 
}}
 
  
The '''func_bossgate''' is a solid brush entity that will spawn on level load, unless player has all the [[item_sigil]]s (Runes). It is similar to a [[func_wall]] and works in the opposite manner of the [[func_episodegate]] entity in that it removes a func_wall instead of inserting one.
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The func_bossgate entity is used in Vanilla Quake to block entry to the final "Boss" level until all four item_sigils (Runes) have been previously collected by the player. It is similar to a func_wall and works in the opposite manner of the func_episodegate entity.
  
== Usage ==
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'''Using the func_bossgate in a map:'''
A '''func_bossgate''' entity is attached to the brush(es). Like [[func_wall]] it also supports animated textures and switches between them when targeted. It can also be killtargeted and also contolled with skill level appearance spawnflags.
 
  
As with all func_wall type entities it will not cast a shadow.
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A func_bossgate entity is attached to a brush that becomes invisible and is removed from a level only when the player is in possession of all four runes when they enter a level. As with all func_walls it will not cast a shadow.
  
In [[Vanilla Quake]] '''func_bossgate''' is used in the start map to block entrance leading to the ending level with the finall "Boss". When player completes all four episodes and collects four [[item_sigil]]s (Runes), the floor would be removed once player enters start map again.
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In an .fgd file there is usually this entry for the func_episodegate:
  
== Attributes ==
 
 
=== Keys ===
 
{| class="wikitable" width="100%"
 
|-
 
| ! bgcolor="#eeeeee" width="100px" | ''targetname''
 
| The targetname of the brush entity.
 
|}
 
 
===Spawnflags===
 
{{Template:Mode_spawnflags
 
| entity = The Entity
 
}}
 
 
==Definitions==
 
 
===FGD Definition===
 
This is the format used by [[TrenchBroom]] and [[Worldcraft]]. Note that the model(...) parameter is not supported by Worldcraft. This does not include the base class definition, which may also be required.
 
<pre>
 
 
@SolidClass = func_bossgate : "Boss gate" []
 
@SolidClass = func_bossgate : "Boss gate" []
</pre>
 
 
This entry tells a level editor (such as [[Worldcraft]]) that the func_bossgate is to be tied to a specific brush. The lack of an Appearflag indicates that there is no option for selecting a skill level (for the obvious reason that you would normally want this entity to effect all skill levels). There is no rule against adding that to a custom .fgd file if you wanted to and that could lead to some interesting design choices for a level creator.
 
  
===DEF Definition===
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This entry tells a level editor (such as Worldcraft) that the func_bossgate is to be tied to a specific brush. The lack of an Appearflag indicates that there is no option for selecting a skill level (for the obvious reason that you would normally want this entity to effect all skill levels). There is no rule against adding that to a custom .fgd file if you wanted to and that could lead to some interesting design choices for a level creator.
This is the definition format used for most old Quake editors, including the original [[QuakeEd]].
 
<pre>
 
/*QUAKED func_bossgate (0 .5 .8) ?
 
This bmodel appears unless players have all of the episode sigils.
 
*/
 
</pre>
 
  
[[Category:Quake entities]]
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[[Category:Entity guide]]

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