Updated How Mapbase can be used in specific settings (markdown)

Blixibon 2019-12-01 17:51:54 -06:00
parent 53005abbd4
commit 4f598d7c0e

@ -37,7 +37,7 @@ Mapbase is meant to be general enough to be portable to any type of game or mod,
## "We Don't Go To Ravenholm..."
* **`npc_monk`** is Father Grigori, a slightly insane monk who is seen throughout the zombie town of Ravenholm. If allowed to use Mapbase dynamic interactions, Father Grigori will be able to use Alyx's dynamic interactions on zombies. He has also been given the ability to use `func_tank` turrets.
* All zombies, including **`npc_zombie`**, **`npc_fastzombie`**, **`npc_poisonzombie`**, and **`npc_zombine`** (even though the last class doesn't appear in Ravenholm), now have the "Headless" keyvalue for making them start headless and an "OnSwattedProp" output which fires when a zombie swats a prop at the player, passing the prop as the activator.
* All zombies, including **`npc_zombie`**, **`npc_fastzombie`**, **`npc_poisonzombie`**, and **`npc_zombine`** (even though the last class doesn't appear in Ravenholm), now have the "Headless" keyvalue for making them start headless and a "No torso" spawnflag for preventing a zombie from ever separating into a torso. There's also an "OnSwattedProp" output which fires when a zombie swats a prop at the player, passing the prop as the activator.
* **`npc_zombie_custom`** and **`npc_zombie_custom_torso`** are two new entities that allow mappers to customize zombie models and responses, based on the classic `npc_zombie` NPC and AI.
* **`prop_physics`** has a new spawnflag which prevents it from being punted by zombies.