Rogue Entities Index
"currentammo" amount of damage for each contact. (default 10)
"speed" speed that it will follow it's path. (default 10)
LT_TOGGLE lightning shooter continuously fires until triggered again.
"currentammo" amount of damage you want the lightning to do. Default is 25.
"frags" amount of time before next item is triggered. Default is 0.3 seconds.
"weapon" amount of time to be firing the lightning. Default is 0.3 seconds.
"currentammo" amount of damage you want the lightning to do. Default is 25.
"frags" to amount of time before next item is triggered. Default is 0.3 seconds.
"weapon" to amount of time to be firing the lightning. Default is 0.3 seconds.
"frags" to amount of time before next item is triggered. Default is 0.3 seconds.
PEND_X = a pendulum hanging from the ceiling swinging parallel to the X axis.
PEND_Y = a pendulum hanging from the ceiling swinging parallel to the Y axis.
PEND_TRG = the pendulum must be triggered to start swinging. The delay value still affects the pendulum.
"delay" amount of time (in seconds) before starting swinging. default 1.
"currentammo" amount of damage for each contact. default 5.
RANDOM affects the times only. It will change them randomly between 0-n where n is the duration or time between.
"delay" duration of the tremor (default 20)
"wait" time between tremors (default 60)
"weapon" richter scale of movement (default 40) With a given a "weapon" value of 40, the X and Y displacement can vary between -20 and +20, a range of 40.
"weapon" richter scale of movement (default 40) With a given a "weapon" value of 40, the X and Y displacement can vary between -20 and +20, a range of 40.
ELVTR_DOWN = causes this to be a DOWN button. Default is UP.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
DN_N_WAIT = starts at the top and when triggered, goes down, waits, then comes back up.
PLT_TOGGLE = will change between the top and bottom each time it is triggered.
ELEVATOR = elevator plat. You can have as many levels as you want but they must be all the same distance away. Use elevator button entity as the trigger.
START_AT_TOP = optional flag for elevators. It just tells the elevator that it's position is the top floor. (Default is the bottom floor) USE THIS ONLY WITH ELEVATORS!
PLAT2 = a fixed version of the original plat. If you want the plat to start at the bottom and move to the top on demand, use a negative height. That will tell Quake to lower the plat at spawn time. Always place this plat type in the top position when making the map. This will ensure correct lighting, hopefully. If a plat2 is the target of a trigger, it will be disabled until it has been triggered. Delay is the wait before the plat returns to original position. If you don't want to bother figuring out the height, don't put a value in the height.
P2_BOTTOM = an optional switch to have an auto-sized plat2 start at the bottom.
"health" number of seconds to wait (default 5) for a DN_N_WAIT plat.
"cnt" the number of floors for an elevator plat.
"height" the distance between floors for an elevator plat. If "height" is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
"delay" for PLAT2 plat. default 3
"speed" travel speed for PLAT2 plat. default 150
"cnt" for PLAT2 plat. default 2
"sounds" selects the sounds to use while moving.