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