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Updated Entity List (markdown)
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@ -49,7 +49,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| assault_rallypoint | <!---Stock--> :heavy_minus_sign: | |
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| assault_rallypoint | <!---Stock--> :heavy_minus_sign: | |
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| color_correction | <!---Stock--> :heavy_minus_sign: | |
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| color_correction | <!---Stock--> :heavy_minus_sign: | |
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| color_correction_volume | <!---Stock--> :heavy_minus_sign: | |
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| color_correction_volume | <!---Stock--> :heavy_minus_sign: | |
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| combine_mine | <!---Changed--> :twisted_rightwards_arrows: | Actually acts like a point entity in Hammer, fixed enemy registering, added several new I/O/KV including the ability to start friendly, etc. |
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| combine_mine | <!---Changed--> :twisted_rightwards_arrows: | Added friend/foe override filters, fixed default enemy registering, added several new I/O/KV including the ability to start friendly, etc. Also actually acts like a point entity in Hammer. |
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| concussiveblast | <!---Restored--> :arrow_double_up: | This entity is used for the striders' warp cannon and was used for the cut Combine Guard's weapon, but Mapbase gives it a bunch of I/O/KV and puts it in the FGD. |
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| concussiveblast | <!---Restored--> :arrow_double_up: | This entity is used for the striders' warp cannon and was used for the cut Combine Guard's weapon, but Mapbase gives it a bunch of I/O/KV and puts it in the FGD. |
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| cycler | <!---Stock--> :heavy_minus_sign: | |
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| cycler | <!---Stock--> :heavy_minus_sign: | |
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| cycler_actor | <!---Stock--> :heavy_minus_sign: | |
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| cycler_actor | <!---Stock--> :heavy_minus_sign: | |
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@ -506,7 +506,6 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| prop_vehicle_prisoner_pod | <!---Affected--> :record_button: | Some of its inputs were moved to the base class, but other than that it hasn't changed. |
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| prop_vehicle_prisoner_pod | <!---Affected--> :record_button: | Some of its inputs were moved to the base class, but other than that it hasn't changed. |
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| script_intro | <!---Changed--> :twisted_rightwards_arrows: | The infamous script_intro skybox bug can now be fixed via a keyvalue (drawing the skybox in the main view, the camera view, both, or neither) and viewmodels now show up correctly. |
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| script_intro | <!---Changed--> :twisted_rightwards_arrows: | The infamous script_intro skybox bug can now be fixed via a keyvalue (drawing the skybox in the main view, the camera view, both, or neither) and viewmodels now show up correctly. |
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| script_tauremoval | <!---Stock--> :heavy_minus_sign: | |
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| script_tauremoval | <!---Stock--> :heavy_minus_sign: | |
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| scripted_face | <!---New--> :eight_spoked_asterisk: | Causes NPCs to face the specified target for a set amount of time with a set amount of importance. You could also use some of the new generic choreography scenes. |
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| scripted_sentence | <!---Stock--> :heavy_minus_sign: | |
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| scripted_sentence | <!---Stock--> :heavy_minus_sign: | |
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| scripted_sequence | <!---Changed--> :twisted_rightwards_arrows: | Proper !activator support on target NPC and outputs, "No Interruptions" and "Override AI" enabled by default, unmarked spawnflags added |
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| scripted_sequence | <!---Changed--> :twisted_rightwards_arrows: | Proper !activator support on target NPC and outputs, "No Interruptions" and "Override AI" enabled by default, unmarked spawnflags added |
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| scripted_sound | <!---New--> :eight_spoked_asterisk: | Causes a sound to be emitted on an entity directly, allowing it to be interrupted by, say, the entity's death or removal. This is useful for lines spoken by NPCs that can't use logic_choreographed_scene and are too "interactive" for ambient_generic to work well. |
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| scripted_sound | <!---New--> :eight_spoked_asterisk: | Causes a sound to be emitted on an entity directly, allowing it to be interrupted by, say, the entity's death or removal. This is useful for lines spoken by NPCs that can't use logic_choreographed_scene and are too "interactive" for ambient_generic to work well. |
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@ -527,8 +526,9 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| trigger_gravity | <!---Stock--> :heavy_minus_sign: | |
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| trigger_gravity | <!---Stock--> :heavy_minus_sign: | |
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| trigger_hurt | <!---Changed--> :twisted_rightwards_arrows: | Now supports "Damage Or" keyvalue for flags intended to be combined with other damage types. Also added a hurt rate keyvalue. |
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| trigger_hurt | <!---Changed--> :twisted_rightwards_arrows: | Now supports "Damage Or" keyvalue for flags intended to be combined with other damage types. Also added a hurt rate keyvalue. |
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| trigger_impact | <!---Stock--> :heavy_minus_sign: | |
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| trigger_impact | <!---Stock--> :heavy_minus_sign: | |
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| trigger_multiple | <!---Stock--> :heavy_minus_sign: | |
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| trigger_look | <!---Changed--> :twisted_rightwards_arrows: | Added a "Use LOS" keyvalue that also uses LOS calculations as opposed to only viewcone calculations. |
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| trigger_once | <!---Stock--> :heavy_minus_sign: | |
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| trigger_multiple | <!---Affected--> :record_button: | Uses all base trigger changes, including the ability to detect items/weapons/projectiles, which could previously only be detected through the "Everything" spawnflag. `OnTouching` also now passes the first touching entity as the activator. |
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| trigger_once | <!---Affected--> :record_button: | Uses the base trigger changes defined in trigger_multiple. |
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| trigger_physics_trap | <!---Stock--> :heavy_minus_sign: | |
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| trigger_physics_trap | <!---Stock--> :heavy_minus_sign: | |
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| trigger_playermovement | <!---Changed--> :twisted_rightwards_arrows: | Auto-walk and disable jump spawnflags added based on L4D spawnflags (replicated) |
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| trigger_playermovement | <!---Changed--> :twisted_rightwards_arrows: | Auto-walk and disable jump spawnflags added based on L4D spawnflags (replicated) |
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| trigger_proximity | <!---Stock--> :heavy_minus_sign: | |
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| trigger_proximity | <!---Stock--> :heavy_minus_sign: | |
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