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Visitors since
 2-10-2000

 

 


Here you will find several entities, and their description, which you will need, if you want to create your own maps for Action C&H. If you have any questions or comments considering those entitities, please mail to M.Q.

 

Useful Quake III entities:


item_botroam

This entity is used for bot attraction. In the beta version of Capture And Hold, bots will ignore the flags and capture-buttons etc. So you will have to put an item_botroam entity inside the capture-area or near the capture-buttons! The bot will head for the item_botroam, not for the triggers.
Keys: "weight" is the attractiveness for the bot. Use a value between 0 and 400; the higher the number, the more attractive for the bot.

info_camp

This can be used to let the bots camp near or inside the captureable rooms (e.g. inside the capture-triggers) and defend the flags.
Keys: "weight" is the attractiveness for the bot, "range" is the distance (in game units) the bot will travel around the info_camp entity.
Place this one at least 32 units from any wall.

target_location

Use this entity to give names to special areas ("locations) in your level. The locations are displayed in the team monitor or after the playernames during chatting. Closest target_location in sight is used for the location, if none in sight, closest in distance
Keys: "message": name of the location, "count": color the location is displayed in (0: white / 1: red / 2: green / 3: yellow / 4: blue / 5: cyan / 6: magenta / 7: white).

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Capture And Hold Entities 


caphold_bluespawn

Blue team spawn point.
Keys: use "angle" for the looking direction when beeing spawned.

caphold_redspawn

Red team spawn point.
Keys: use "angle" for the looking direction when beeing spawned.

caphold_button_capture1

Button for conquering the first of the three captureable rooms.
Keys: "angle", "speed", "wait" and "lip" should already be known. "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_button_capture2

Button for conquering the second of the three captureable rooms.
Keys: "angle", "speed", "wait" and "lip" should already be known. "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_button_capture3

Button for conquering the last of the three captureable rooms.
Keys: "angle", "speed", "wait" and "lip" should already be known. "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_trigger_capture1

Invisible trigger for conquering the first of the three captureable rooms.
Keys: "wait" and "random" should be known, "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_trigger_capture2

Invisible trigger for conquering the second of the three captureable rooms.
Keys: "wait" and "random" should be known, "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_trigger_capture3

Invisible trigger for conquering the third of the three captureable rooms.
Keys: "wait" and "random" should be known, "name" is the name of the room displayed in the HUD. "playerpoints": score player will get for conquering the room, "teampoints": score the team will get for holding the room (delivered every ten seconds).

caphold_target_capture1

Capture And Hold Flag for the first room, changes color when being triggered.
Keys: use "angle" for direction the wind is coming from.
Does not need to be linked to caphold_trigger_capture1 or caphold_button_capture1!

caphold_target_capture2

Capture And Hold Flag for the second room, changes color when being triggered.
Keys: use "angle" for direction the wind is coming from.
Does not need to be linked to caphold_trigger_capture2 or caphold_button_capture2!

caphold_target_capture3

Capture And Hold Flag for the third room, changes color when being triggered.
Keys: use "angle" for direction the wind is coming from.
Does not need to be linked to caphold_trigger_capture3 or caphold_button_capture3!

caphold_trigger_team

Variable sized, invisible trigger, behaves just like a normal trigger_multiple exept: if spawnflags set to 1 (RED_team), only red team members can trigger, if spawnflags set to 2 (BLUE_team), only members of team Blue can trigger this entity.
Keys: all keys available for trigger_multiple

caphold_button_team

Behaves just like a normal func_button exept: if spawnflags set to 1 (RED_team), only red team members can press down the button, if spawnflags set to 2 (BLUE_team), only members of team Blue can press down the button.
Keys: all keys available for func_button

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Remember:


  • caphold_trigger_capture and caphold_button_capture can be used simultaneously
  • caphold_trigger_capture or caphold_button_capture do not need to be linked to caphold_target_capture!
  • You can use multiple caphold_target_capture-entities with one caphold_trigger_capture or caphold_button_capture

 


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