entities in this tutorial are, for the most part,
pretty straight forward.
can be either placed in a map on its own, in which case
it will just sit there and look...well...like a sattelite
dish; or it can be triggered by another event, such as
a func_button. If the dish is triggered, it will
tilt up, and then rotate to the left. One thing to keep
in mind when setting up the triggering event, though:
When the dish is triggered, it moves smoothly, but if
it is triggered again, it jerks back to it's starting
position, with no animation frames. So, it's best to either
use a trigger_once, or a button with a "wait"
value of "-1" (never return.)
Not much to
say about these. Pretty self explanatory.
There are six varieties, determined by
spawnflags: on_back, on_stomach,
sit_decap, and impaled.
Obviously, only one flag can be set for each misc_deadsoldier
(a guy would have to be pretty badly worked
over to be on his back and his stomach at the
same time.) Insert one in your map, and
voila! Instant dead guy! Two things worth of
mention, however: 1) misc_deadsoldier
entities will not drop to
the floor, so if you don't want them to
float, align them on the floor. 2)a misc_deadsoldier
with the impaled flag just won't look right
unless he's suspended or impaled somehow. (in
water, on a hook, etc) Isn't this a fun
tutorial? Let's move on.
There are no
flags or options for misc_blackhole.
It just spins. The only thing worthy of
mention is the fact that, while the entity in
your editor is about the size of a light, the
in-game misc_blackhole is
very, very big. Allow at least 256 units in
are the marines you see wandering around in
the game. They're extremely easy to use. They
act a bit like monsters, in that if they
don't have a specific path, they will follow
There are a
few spawnflags and keys for misc_insane:
A misc_insane with this flag set will not
react to you until it has a direct line of
sight, or until you do damage to it. Then it
will follow you around. If the misc_insane is
set to follow a path, it will only react when
If you set this flag, you must give the misc_insane
key. When the misc_insane is
fired by another event with a matching "target"
key, it will spawn the misc_insane.
For example, if you have a button with a "target"
of "ins1" and a misc_insane
with the trigger_spawn flag
set, and a "targetname"
of "ins1", the
button will cause the misc_insane
This will cause a misc_insane
to drop to his knees and crawl around.
this is a crucified misc_insane,
suitable for hanging on walls (wow, that
sounds really strange, look out Hometime)
misc_insane will stand in place, and not
misc_insane will not drop to his knees
has a lot of uses. In this tutorial, we'll be going over
how it is used for the misc_insane. For
other uses, check out fishman's excellent tutorials on
func_train, trigger_elevator, and the monster tutorials.
is just a point that something travels to. It
can have three keys: "targetname",
"target", and "pathtarget"
Create the misc_insane
and give it a "target" key
and value (lets use "mi1".)
Now create a path_corner,
and give it a "targetname"
key with the value "mi1",
and a "target" of "mi2".
Create another path_corner with "targetname"
"mi2", and "target"
"mi1". When you run your
map, the misc_insane will
walk back and forth between the path_corners.
You can have it follow as many path_corners
as you want, with each one targeting the
next, and the last targeting the first.
say we have four path_corners,
and would like to trigger an event when the misc_insane
reaches the second. What we do here, is give
the second path_corner a key
and a value (ex:"event1").
Now, create the event you want to trigger
(lets use a light) and give
it a matching "targetname"
key of "event1".
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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