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illwieckz

func_door_rotating flags

Apr 4th, 2023 (edited)
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  1. aa_dm.game/data1/entities.def
  2. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  3.  
  4. aa_ctf.game/data1/entities.def
  5. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  6.  
  7. aa_tac.game/data1/entities.def
  8. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  9.  
  10. warfork.game/basewf/entities.def
  11. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER - TOGGLE X_AXIS Y_AXIS
  12.  
  13. nexuiz.game/data/entities.def
  14. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN - TOGGLE X_AXIS Y_AXIS NOSPLASH
  15.  
  16. kingpin.game/main/entities.def
  17. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE SURF2_ALPHA NO_MONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
  18.  
  19. warsow.game/basewsw/entities.def
  20. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER - TOGGLE X_AXIS Y_AXIS
  21.  
  22. heretic2.game/base/entities.def
  23. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS SWINGAWAY x x x x x x x
  24.  
  25. q2.game/baseq2/entities.def
  26. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
  27.  
  28. smokinguns.game/smokinguns/entities.def
  29. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER RETURN TRIGGER_DOOR X_AXIS Y_AXIS ONE_WAY
  30.  
  31. trem.game/base/entities.def
  32. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER REVERSE - X_AXIS Y_AXIS
  33.  
  34. wop.game/wop/entities.def
  35. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN RETURN CRUSHER REVERSE TOGGLE X_AXIS Y_AXIS
  36.  
  37. aa_tac.game/data1/entdefs/nomodels.def
  38. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  39.  
  40. aa_dm.game/data1/entdefs/nomodels.def
  41. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  42.  
  43. aa_dm.game/data1/entdefs/entities.def
  44. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  45.  
  46. aa_tac.game/data1/entdefs/entities.def
  47. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  48.  
  49. wolf.game/main/wolf_entities.def
  50. /*QUAKED func_door_rotating (0 .5 .8) ? - TOGGLE X_AXIS Y_AXIS REVERSE FORCE STAYOPEN TAKE_KEY
  51.  
  52. aa_ctf.game/data1/entdefs/entities.def
  53. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  54.  
  55. aa_ctf.game/data1/entdefs/nomodels.def
  56. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  57.  
  58. aa_tac.game/data1/entdefs/defs/func.def
  59. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  60.  
  61. aa_dm.game/data1/entdefs/defs/func.def
  62. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  63.  
  64. aa_ctf.game/data1/entdefs/defs/func.def
  65. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER nofunc nofunc TOGGLE X_AXIS Y_AXIS
  66.  
  67. unvanquished.game/pkg/scripts/entities.def
  68. /*QUAKED func_door_rotating (0 0.498 0.8) START_OPEN - CRUSHER REVERSE - X_AXIS Y_AXIS
  69.  
  70. unvanquished.game/pkg/entities.ent
  71. <group name="func_door_rotating" color="0 0.498 0.8">
  72. ------ FLAGS ------
  73. <flag key="START_OPEN" name="START_OPEN" bit="0">the door will spawn in the open state and operate in reverse.</flag>
  74. <flag key="CRUSHER" name="CRUSHER" bit="2">Door will not reverse direction when blocked and will keep damaging player or building until it dies or gets out of the way.</flag>
  75. <flag key="REVERSE" name="REVERSE" bit="3">the door will open the other way.</flag>
  76. <flag key="X_AXIS" name="X_AXIS" bit="5">rotate around the X axis instead of the Z.</flag>
  77. <flag key="Y_AXIS" name="Y_AXIS" bit="6">rotate around the Y axis instead of the Z.</flag>
  78.  
  79. et.game/etmain/et_entities.ent
  80. <group name="func_door_rotating" color="0 .5 .8">
  81. -------- SPAWNFLAGS --------
  82. <flag key="TOGGLE" name="Toggle" bit="1">Waits in bith the open and closed states for a trigger event</flag>
  83. <flag key="X_AXIS" name="X axis" bit="2">Door rotates around X axis instead of Z axis</flag>
  84. <flag key="Y_AXIS" name="Y axis" bit="3">Door rotates around Y axis instead of Z axis</flag>
  85. <flag key="REVERSE" name="Reverse" bit="4">Door opens towards direction it is opened from</flag>
  86. <flag key="FORCE" name="Force" bit="5">Door opens even when blocked</flag>
  87. <flag key="STAYOPEN" name="Stay open" bit="6"></flag>
  88.  
  89. xonotic.game/data/entities.ent
  90. -------- SPAWNFLAGS --------
  91. <flag key="START_OPEN" name="START_OPEN" bit="0">causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors).</flag>
  92. <flag key="DOOR_DONT_LINK" name="DOOR_DONT_LINK" bit="2">the door won't link with another door it touches</flag>
  93. <flag key="TOGGLE" name="TOGGLE" bit="5">causes the door to wait in both the start and end states for a trigger event.</flag>
  94. <flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
  95. <flag key="X_AXIS" name="X_AXIS" bit="6">rotate around the X axis</flag>
  96. <flag key="Y_AXIS" name="Y_AXIS" bit="7">rotate around the Y axis</flag>
  97. <flag key="BIDIR" name="BIDIR" bit="1">door can open in both directions</flag>
  98. <flag key="BIDIR_IN_DOWN" name="BIDIR_IN_DOWN" bit="3">don't reopen the door while closing if it's triggered from the wrong side</flag>
  99. <flag key="CRUSH" name="CRUSH" bit="11">crush players hit by the door instantly</flag>
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