From 6c4e4e4ae77c69101e929b559ffa51e704ff1b79 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 4 May 2019 22:40:04 -0500 Subject: [PATCH] Base entity added --- Articles/Base Entity.md | 1 + Change Lists/Entity List.md | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) create mode 100644 Articles/Base Entity.md diff --git a/Articles/Base Entity.md b/Articles/Base Entity.md new file mode 100644 index 0000000..459ec3b --- /dev/null +++ b/Articles/Base Entity.md @@ -0,0 +1 @@ +Mapbase makes several changes to the base entity class that every single entity in the Source engine derives from. diff --git a/Change Lists/Entity List.md b/Change Lists/Entity List.md index 44269ca..aa3bad0 100644 --- a/Change Lists/Entity List.md +++ b/Change Lists/Entity List.md @@ -35,7 +35,7 @@ There is most likely some information missing or miscellaneous stuff left out, b | ai_goal_lead_weapon | :twisted_rightwards_arrows: | Timeout time can be specified, weapon_bugbait no longer hardcoded, etc. | | ai_goal_operator | :heavy_minus_sign: | | | ai_goal_police | :record_button: | Some npc_metropolice changes are related to police goals, but nothing has been changed in the behavior itself. | -| ai_goal_standoff | :twisted_rightwards_arrows: | Medium cover hints are now fully implemented as potential cover. | +| ai_goal_standoff | :twisted_rightwards_arrows: | Custom standoff parameters are now in the FGD and medium cover hints are now fully implemented as potential cover. | | ai_npc_eventresponsesystem | :heavy_minus_sign: | | | ai_relationship | :twisted_rightwards_arrows: | "Classify" classes (e.g. CLASS_PLAYER_ALLY) can now be used. Look into the new ai_relationship_classify for changing default relationships. | | ai_relationship_classify | :eight_spoked_asterisk: | A special version of ai_relationship that modifies the "Classify" relationships in the gamerules, literally allowing mappers to change the game's default relationships for their map. This allows ai_relationship to be used on top of a global relationship modification. For example, let's say you want all npc_metropolice (CLASS_METROPOLICE) to be hostile to npc_combine_s (CLASS_COMBINE) *except* for a few npc_metropolice that don't attack soldiers for environmental or balance reasons. This entity allows you to have that kind of relationship setup. |