got to be three of the easiest entities to use, (hence one
of the easiest tutorials to write, heh) but they add immensely
to the completeness of a level.
When a map
is loaded, Quake II counts up all of the target_secret
entites in the map. When one of them is triggered, it adds
1 to the total secrets found. That's it.
that can trigger another event can trigger a target_secret.
Since the entity is removed as it's used, you can even use
a trigger_multiple, in which case it will trigger the secret
on the first firing. Simply add a "target"
key and value (let's use "sec1")
to the triggering event, and a "targetname"
and value ("sec1") to the target_secret.
You can also
add a "message" key to a target_secret,
and the message value will be displayed in the center of
the screen upon discovery of the secret.
is used in exactly the same way as the target secret. However,
since you will most likely have set up a target_help to tell the player just what the goal
is, you will most likely want to set up a new one at or
near the target_goal. You don't want people
wandering around with nothing to do.
compiled and run a map, you've already used worldspawn.
There are, however, a few keys that you can add to it, that
change the environment throughout the map.
changes the environment map for the level. In order to
use it, add the "sky" key,
and give it the value of the sky you wish to use. The
environment maps included in Quake II are unit1_
through unit9_ and space1.
would like to have a rotating sky, like in the final boss
level, you'll need to define an axis for the sky to rotate
around. Simply add a key of "skyaxis"
and give it a vector using three numbers (vectors are
the same values that define projectile paths, and line
of sight for monsters.) If you don't quite know vectors,
just play around with the numbers until you find one you
like. Don't use 0 0 0 however, as this will give you a
hall of mirrors effect. (doesn't define a vector, so it
doesn't draw the sky) 0 0 1 will give a flat rotation.
the speed of rotation for the sky. Add the "skyrotate"
key, and give it a value in degrees per second.
the CD track that will play during the level. Add the
"sounds" key, and give it a
the gravity level. Default is 800. The gravity in the
Comm Sattelite level is set at 100.
the text that will appear at the console when you begin
the level, and in the computer. Add a key of "message"
and give it a value of whatever the title of the level
is. Anything more than 32 characters, and you'll get a
warning (Com_sprintf: overflow...) at the beginning of
the level. It doesn't do anything, the warning is just
easy to use entities, but they definitely add a 'polished'
feel to a level.
You can download
the [example .map] here. Also if you have any problems or need some
help please post to the discussion board.
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