Here is a list of entities that are either new in Portal of
Praevus, or sporting some new keys. I've gone through it removing
entities whose `new keys' I know actually work in original H2, and
have spliced in info from the comments that
Terata made. All of the ones that I think might be useful for ordinary map-makers now link to proper entries on the Eye of Horus (and they're in the main entity-list as well. I've got a specific list of the remaining ones here. The hcode comments about the others can be looked up in the alphabetical index of PoP entities. (These pages aren't on the zipped version of the Eye; you can download them separately and stick them in a subdirectory `portal'). Spawnflags are unpacked; 'x' means that a that flag is sometimes set, `0. that it never is. Also the values of thingtype, style, soundtype and skin are listed. Parenthesized keys are sometimes absent from the entity, unparenthesized ones aren't (although they might still be optional; this is based just on what actually occurs in the maps, not wht the code permits). If an entity is followed by `:brush' it owns brushes, if it is followed by `:point' it doesn't (I've omitted the model field for the brush-owning entities, but not the origin field for the points). If you use QuArK as your map-editor, you can use these entities in maps by inserting a similar entity from original H2, and manually editing the fields. I don't know how this would work with other editors. I'm not planning to do a proper entity list for current QuArK, because my efforts in that direction are going towards QuArK 5, but I am going to produce a minimalistic one for Quark4 to do the spawnflags.
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NATE_9000:point NEW ENTITY angle origin sez Terata: Neutered Anal Test Entity. This is a small pink glowing sheep, designed to tell whoever hits him how much damage he's taken. We used this to find out how much damage various weapons do in the real world, so we could do some balancing. He'll tell per hit, and add up a total if he's hit within five seconds of the last one. Example of one of the item changes: Two original Force Cubes, if left to wail on Nate for the full 45 seconds, would do around 8 damage per shot, for a total of 125 damage. The new ones hit for 3-5 per attack, and totalled around 1500. Yeah, they're quite a bit more effective now. ----- air_bubbles:point NEW ENTITY cnt origin targetname wait buddha_trigger_endgame:point NEW ENTITY //activates end-screen when triggered origin targetname camera_remote:point origin targetname (health) NEW KEY (netname) NEW KEY (target) (wait) NEW KEY // not really new func_door:brush (abslight) (angle) (close_target) NEW KEY //activates is target whem door starts to close // doesn't work if door has wait = -1. // also works for rotating doors, but not // secret ones. (dmg) (flags) (health) (level) NEW KEY // dunno what it does yet. (lip) (message) (no_puzzle_msg) (puzzle_piece_1) (soundtype) 1 2 5 6 7 8 9 (spawnflags) x 0 x x x x x 0 (speed) (strength) NEW KEY // this key is irrelevant now (in PP, presumably, it doesn't appear in the original maps.) (target) (targetname) (wait) func_door_rotating:brush flags origin (abslight) (dmg) (soundtype) 0 1 2 3 4 5 6 7 (spawnflags) x x x 0 0 x x x (speed) (strength) NEW KEY // this key is irrelevant now (in PP, presumably, it doesn't appear in the original maps.) (target) (close_target) NEW KEY //activates is target whem door starts to close // doesn't work if door has wait = -1. // also works for ordinary doors, but not // secret ones. (targetname) (thingtype) 1 (wait) func_monsterspawn_spot:point // it was there all along, but with aflag // an example to look at I managed to use it! cnt origin spawnername spawnflags 0 x 0 0 0 0 0 0 func_monsterspawn_spot_mp:point NEW ENTITY aflag angle dflags origin spawnername spawnflags 0 x 0 0 0 x x 0 func_monsterspawner:point origin spawnflags targetname (angle) (cnt) (spawnername) NEW KEY // // not really new, but use now known func_monsterspawner_mp:point NEW ENTITY angle cnt origin (dflags) (frags) (spawnername) (spawnflags) x x x 0 x x 0 0 (target) (targetname) (wait) func_train:brush // this classname sames to // have the same functionality as func_train_mp below, where the new // keys are listed: to get this functionality you need to specify the // spawnflags-value of the map's worldspawn entity as 1. func_train_mp:brush NEW ENTITY // several keys omitted below, see the proper page on the Eye. model target targetname (abslight) (angle) (dmg) (netname) // for aiming camera_remote (origin) (soundtype) 0 3 (spawnflags) x x 0 0 0 x x x (speed) (thingtype) 1 (wait) (weaponmodel) fx_friction_change:brush NEW ENTITY // when you touch brush, your friction // is multiplied by the friction-value; .25 good for ice. model (friction) info_null:point origin (spawnflags) NEW KEY x 0 0 0 0 0 0 0 (targetname) info_player_coop:point origin (angle) (map) NEW KEY (playerclass) NEW KEY (spawnflags) x 0 0 0 0 0 0 0 (target) NEW KEY (targetname) info_player_start2:point NEW ENTITY origin targetname light_burner:point NEW ENTITY origin (abslight) (light) light_candle:point NEW ENTITY origin (angle) (dmg) (light) (spawnflags) x 0 0 0 0 0 0 0 (style) 35 (targetname) light_flame_large_yellow:point origin (dmg) NEW KEY // doesn't work in original H2 (light) (spawnflags) x x 0 0 0 0 0 0 (style) 32 33 34 35 (targetname) light_flame_small_yellow:point origin (light) (spawnflags) x x 0 0 0 0 0 0 (style) 32 33 34 35 36 37 38 6 (targetname) (thingtype) NEW KEY 250 light_lantern:point NEW ENTITY origin (angle) (light) light_newfire:point NEW ENTITY light origin light_palace_torch:point NEW ENTITY angle origin monster_archer_ice: 152 origin (angle) 131 (health) 3 // specifying this works now (netname) 2 // for trigger_counter (not actually necessary, // I think) (spawnflags) 15 (target) 20 (targetname) 1 monster_buddha:point NEW ENTITY // praevus himself angle netname origin target targetname monster_eidolon_weakling:point NEW ENTITY // doesn't do much angle origin targetname monster_pentacles:point NEW ENTITY origin (angle) (skin) 0 = brown rocky (default); 1 = white snowy (spawnflags) x 0 x x 0 0 0 0 // these seem to be unimplemented (target) monster_weresnowleopard:point NEW ENTITY origin (angle) (target) (targetname) monster_weretiger:point NEW ENTITY angle origin (health) (target) (targetname) monster_yakman:point NEW ENTITY origin (angle) (health) (skin) 1 2 (target) (targetname) obj_book_o_the_dead:point NEW ENTITY angles health origin scale obj_catapult2:point angle origin spawnflags NEW KEY obj_chinese_kite_lamp:point NEW ENTITY origin (abslight) (scale) obj_chinese_sign:point NEW ENTITY origin scale (abslight) (angle) obj_demon_statue:point NEW ENTITY angle origin (abslight) (scale) obj_samurai:point NEW ENTITY angle origin (abslight) (scale) (target) obj_shiva:point NEW ENTITY abslight angle origin scale targetname obj_skeleton:point NEW ENTITY origin (abslight) (angle) (scale) obj_skeleton_throne:point NEW ENTITY angle origin targetname obj_snow_corner:point NEW ENTITY origin (abslight) (angle) obj_snow_pile:point NEW ENTITY origin (abslight) (angle) obj_snow_wall:point NEW ENTITY angle origin (abslight) obj_stalagmite1:point NEW ENTITY abslight angles origin obj_stalagmite2:point NEW ENTITY abslight angles origin obj_statue_dragon_lion:point NEW ENTITY angle cnt_h_boost origin obj_talking_door:point NEW ENTITY angle origin targetname plaque:brush message (spawnflags) x 0 x x 0 0 0 0 (targetname) (wait) NEW KEY // doesn't seem to do anything. player_sheep:point // some new keys angle origin (health) NEW KEY // doesn't do anything (message) NEW KEY // alas poor Paramour! (scale) teleport_buddha:point NEW ENTITY // praevus' teleport points cnt origin trap_spikeshooter:point angle origin targetname (spawnflags) NEW KEY x 0 0 0 0 0 0 0 // doesn't work, looks de-implemented trigger_check:brush failtarget NEW KEY // this looks genuinely new! netname target targetname wait NEW KEY trigger_control:brush target (targetname) NEW KEY // not linked to anything (keep3), prolly goof trigger_deactivate:brush target targetname (spawnflags) 0 0 x 0 0 0 0 0 (style) NEW KEY 34 // used for controlling lights in tibet2. trigger_deathtouch:brush NEW ENTITY model spawnflags 0 x 0 x 0 0 0 0 (target) (targetname) trigger_hub_intermission:point NEW ENTITY // text etc. for enterint // tibetan hub. map origin target targetname trigger_hurt:brush // PoP enhancements dmg (spawnflags) NEW KEY x 0 0 0 0 0 0 0 (targetname) NEW KEY trigger_monsterjump:brush (angle) NEW KEY (height) NEW KEY (speed) NEW KEY (target) NEW KEY (targetname) NEW KEY trigger_objective:point NEW ENTITY frags origin spawnflags x x 0 0 0 0 0 0 targetname (target) trigger_once:brush // don't think there's // anything really new here. (angle) (delay) (fadespeed) (health) NEW KEY // occurs once, maybe error? (items) NEW KEY // ditto (killtarget) (message) (no_puzzle_msg) (puzzle_piece_1) (spawnflags) x 0 0 x x 0 x x (style) 32 33 (target) (targetname) (wait) NEW KEY // ditto trigger_quake:point items NEW KEY // old key, but maybe works now? lifespan origin targetname (angle) NEW KEY (wait) trigger_setskill:brush NEW ENTITY // used for setting nightmare mode model noise trigger_stop:point NEW ENTITY origin target targetname (spawnflags) x 0 0 0 0 0 0 0 weather_snow:brush NEW ENTITY model (angles) (anglespeed) (counter) (movedir) (spawnflags) x x x x 0 x 0 0 (speed) (veer) worldspawn:UNLOCATED spawnflags NEW KEY wad (CD) (MIDI) (angle) NEW KEY (message) (midi) NEW KEY (netname) NEW KEY - name of map, don't need message no more! Thanks, Terata! Sez Terata: No problem. Don't ever give an angle to the worldspawn. There's now a "missionpack" spawnflag for it, though, that needs to be set for a lot of the ent changes and bug fixes to work (Since we didn't want to break the original levels). --- |