Ragdoll boogie color, trigger_waterydeath customization I/O/KV

This commit is contained in:
Blixibon 2019-12-11 23:05:19 -06:00
parent 3855a7462b
commit 65bc9b0063
2 changed files with 10 additions and 2 deletions

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@ -5815,21 +5815,24 @@
target(target_destination) : "Boogie target(s)" : : "The one(s) that must boogie. prop_ragdolls have no hassle, but NPCs will have to break them elbows and become prop_ragdolls themselves (a.k.a. die) in order to boogie."
StartTime(float) : "Start time" : "0" : "How long after we've received the 'Activate' input should ragdolls boogie?"
BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last?"
BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last? Can be a range with a lower bound and a higher bound, e.g. ''2.5,4.0'' (no quotes)"
Magnitude(float) : "Magnitude" : "150" : "How intense is the boogie?"
ZapColor(color255) : "Zap Color" : "255 255 255" : "The color of each tesla beam on an electrical boogie."
// Inputs
input Activate(void) : "Makes the targets dance."
input Deactivate(void) : "Makes the targets stop dancing, if they're still dancing."
input SetTarget(target_destination) : "Sets the ragdoll(s) to target."
input BoogieTarget(target_destination) : "Boogies specific target(s) without using or modifying our target field."
input SetZapColor(color255) : "Sets the zap color."
]
@BaseClass = DamageTypes
[
damagetype(choices) : "Damage Type" : 0 : "The type(s) of damage associated with this entity." =
[
0 : "[0] GENERIC/None"
0 : "[0] GENERIC"
1 : "[1] CRUSH"
2 : "[2] BULLET"
4 : "[4] SLASH"

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@ -3591,6 +3591,11 @@
"A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+
"Used to prevent players entering deep water."
[
BiteInterval(float) : "Bite Interval" : "0.3" : "The amount of time that should pass in between leech bites."
PainStep(float) : "Pain Step" : "2.0" : "Damage will increase by this number for each leech bite."
MaxPain(float) : "Max Pain" : "15.0" : "This is the maximum damage that could be attained after multiple pain steps."
output OnDamage(integer) : "Fires each time an entity takes damage."
]
//-------------------------------------------------------------------------