D A I K A T A N A E D I T I N G
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Map Entities
Daikatana entities, spawnflags, and entity comments (taken from ION Radiant). In some places, item values were inserted when nothing was included in the editor comments, or was incorrect. All entities have spawnflags for EASY, MEDIUM, HARD, DM.
AMMUNITION
(*NOTE: all ammo types have spawnflags for Mikiko and Superfly to pick up, but sidekicks don't use all weapons so some of these very likely don't work.)
ammo_ballista
(SUPERF, MIKIKO)
unk
ammo_bolts
(SUPERF, MIKIKO)
unk
ammo_bullets
(SUPERF, MIKIKO)
20 bullets
ammo_c4
(SUPERF, MIKIKO)
8 C4 Modules
ammo_cordite
(SUPERF, MIKIKO)
5 cordite grenades
ammo_ionpack
(SUPERF, MIKIKO)
50 ion cells
ammo_kineticore
(SUPERF, MIKIKO)
25 things
ammo_novabeam
(SUPERF, MIKIKO)
25 novapacks
ammo_ripgun
(SUPERF, MIKIKO)
25 Rip-Ups (tm)
ammo_rockets
(SUPERF, MIKIKO)
18 rockets
ammo_shells
(SUPERF, MIKIKO)
24 shotcyclers shells
ammo_shocksphere
(SUPERF, MIKIKO)
2 ShockSpheres.
ammo_slugger
(SUPERF, MIKIKO)
50 slugs
ammo_stavros
(SUPERF, MIKIKO)
meteor clips
ammo_tritips
(SUPERF, MIKIKO)
30 tritips
ammo_venomous
(SUPERF, MIKIKO)
25 ammo for venomous
ammo_wisp
(SUPERF, MIKIKO)
wyndrax ammo
ammo_zeus
(SUPERF, MIKIKO)
40 ammo for zeus
CRITTERS
e_seagull
(WANDER, PATHFO?)
none
fish_dopefish
(WANDER, PATHFO?)
none
fish_goldfish
(WANDER, PATHFO?)
none
fish_grayfish
(WANDER, PATHFO?)
none
fish_guppy1
(WANDER, PATHFO?)
none
fish_guppy2
(WANDER, PATHFO?)
none
DECO
deco_e1
(DECO_E?, NO_EXP, DECO_P, WOOD_?, METAL_?, GLASS_?, GIB_DE?, ROTATE, DECO_T?)
damage - damage applied when exploding. Default is 15.
scale - Scale of deco. Default 1.0.
model - choose model # -- see list.
mass - *optional* - including this overrides the mass value in decoinfo.txt
frame - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if it has multiple sequences defined in decoinfo.txt.. this overrides the frame key.. valid sequences are 0-4 DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0. Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
deco_e2
(DECO_E?, NO_EXP, DECO_P, WOOD_?, METAL_?, GLASS_?, GIB_DE?, ROTATE, DECO_T?)
model - choose model # -- see list.
mass - *optional* - including this overrides the mass value in decoinfo.txt
frame - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if it has multiple sequences defined in decoinfo.txt.. this overrides the frame key.. valid sequences are 0-4 DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0. Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
deco_e3
(DECO_E?, NO_EXP, DECO_P, WOOD_?, METAL_?, GLASS_?, GIB_DE?, ROTATE, DECO_T?)
model - choose model # -- see list.
mass - *optional* - including this overrides the mass value in decoinfo.txt
frame - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if it has multiple sequences defined in decoinfo.txt.. this overrides the frame key.. valid sequences are 0-4 DEFAULT is 0
x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0. Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
deco_e4
(DECO_E?, NO_EXP, DECO_P, WOOD_?, METAL_?, GLASS_?, GIB_DE?, ROTATE, DECO_T?)
model - choose model # -- see list.
mass - *optional* - including this overrides the mass value in decoinfo.txt
frame - allows you to specify the starting frame for the model.
animseq - allows you to specify an animation sequence for the model if it has multiple sequences defined in decoinfo.txt.. this overrides the frame key.. valid sequences are 0-4 DEFAULT is 0 x_speed - speed to rotate along x axis in degrees per second
y_speed - speed to rotate along y axis in degrees per second
z_speed - speed to rotate along z axis in degrees per second
alpha - range 0.0-1.0. Only used if TRANSLUCENT is flagged
spawnname - classname of entity to throw out upon death
EFFECTS
effect_fog
(none)
Duh, fog
effect_lightning
(see below)
target - attractors with targetname of target will get struck by this entity
targetname - allows this entity to be turned on and off
delay - time between strikes (default 2.0)
dmg - damage if a PLAYER gets hit (default 0.0) based on duration (default 0.5
scale - set the scale of the lightning model (default 4.0)
chance - pct chance a player will be hit (default 0.10)
modulation - % of modulation to apply to lightning. Scalar
value._color - Color of lightning. (Use 'k')
gndchance - if GROUND STRIKES is checked, chance for ground hit (default 0.20)
duration - Period of time that lightning will exist during its strike.(scalar)
sound, sound1.. - wave file to play when lightning strikes (random if > 1 defined)
SpawnFlags:
- START ON - lightning strikes immediately
- CYCLE - strike attractors in attractor 'triggerindex' order
- GROUND STRIKES - strike the ground (no attractors are needed)
- RANDOM DELAY - randomize the delay value
- SPAWN LIGHT - spawns a dynamic light where the light hits
- NO CLIENTS - don't use clients as attractors
- TRACE DMG - electrocute an asshole walking thru the bolt
- STRIKE ONCE - strike only when triggered
- NO SPARKS - don't put the little sparks on the lightning
- CONSTANT - constant bolt. .more efficient than low delay times
- SCORCH - leave a scorch mark on the ground or on bmodels
effect_rain
(NORTH, SOUTH, EAST, WEST)
Creates a rain volume.. height is automatically calculated from the size of the original brush
height - distance the snow/rain is supposed to fall
Flags: by default the rain falls straight down.. use the checkboxes to get the rain to fall at an angle
effect_snow
(FALL_ST)
Creates a snow volume.. height is automatically calculated from the size of the original brush
height - distance the snow/rain is supposed to fall
effect_steam
(RANDOM, START 0, JET ONC, FREEZE)
effect_steam is a volume brush that generates steam blasts
delay - time between jets (default 6.0)
duration - length of time to spray (default 2.0)
vector - direction/distance to jet steam
damage - damage if a PLAYER gets hit (default 0.0)
scale - set the scale of the steam sprite (default 1.0)
sound - sound played while steam is jetting
SpawnFlags: - START ON - steam jets immediately
- RANDOM DELAY - randomize the delay value
- JET ONCE - jet only when triggered
- FREEZE SPRAY - damage is freeze effect