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Difference between revisions of "func bossgate"

From Quake Wiki

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@SolidClass = func_bossgate : "Boss gate" []
 
@SolidClass = func_bossgate : "Boss gate" []
  
This entry tells a level editor (such as Worldcraft) that the func_bossgate is to be tied to a specific brush. Episode 1 is the default here. 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.
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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.

Revision as of 22:00, 24 March 2013

Func_bossgate:

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.

Using the func_bossgate in a map:

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 an .fgd file there is usually this entry for the func_episodegate:

@SolidClass = func_bossgate : "Boss gate" []

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.