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- Differences between Reflex and id Tech entities
- Reflex uses a right-handed coordinate system and id Tech uses a left-handed
- system so many positions and angles must take this into account when being
- converted.
-
- Position of Players and Pickups are stored differently in Reflex. Player
- positions are stored at a players feet, while in id Tech, at the center of
- the character. Converting from Reflex requires the vertical component of
- position to be offset by 32 units. Similarly, pickups must be offset by
- two units.
- Entity attributes are often implicit; i.e. if an attribute is required but
- unspecified, a default is used
- -All game modes are enabled by default and attributes are used to
- disable undesired modes or to set 2v2
- -Entities without a position are implicitly at the origin
- -PointLights without a color default to white
- Attributes set in a WorldSpawn are used by all the entities it contains.
- -id Tech maps have a maximum of one WorldSpawn. Many are allowed
- in Reflex
- -WorldSpawns often group PlayerSpawns by game mode
- Angles
- -Can be stored as a Vector3, since rotation about any axis is possible
- -Keyword angle is also supported (rotation about the vertical axis)
-
- Race Entities
- -Unlike id Tech games, is limited by not having checkpoint brushes
- -CTS only
- Reflex entity types and all known attributes
-
- * is used to denote unsupported attributes and entity types
- ** For parsing purposes, is handled differently than other entities
- **WorldSpawn
- *String32 targetGameOverCamera
- *Float timeOfDay
- *Float skyAngle
- *UInt8 playersMin
- *UInt8 playersMax
- Bool8 modeFFA
- Bool8 modeTDM
- Bool8 modeCTF
- Bool8 mode1v1
- Bool8 modeRace
- Bool8 mode2v2
- Pickup
- (pickupType Required)
- Vector3 position
- Vector3 angles
- UInt8 pickupType - See list of pickup IDs in this document
- PlayerSpawn
- Vector3 position
- Vector3 angles
- Vector3 angle
- bool8 teamA
- bool8 teamB
- Bool8 modeFFA
- Bool8 modeTDM
- Bool8 modeCTF
- Bool8 mode1v1
- Bool8 modeRace
- *Bool8 mode2v2
- JumpPad
- String32 target
- brush
- Teleporter
- String32 target
- brush
- Target
- (name Required)
- Vector3 position
- Vector3 angles
- Vector3 angle
- String32 name
- RaceStart
- brush
- RaceFinish
- brush
- PointLight
- Vector3 position
- ColourXRGB32 color - ARGB, alpha channel always full for PointLights
- Float nearAttenuation
- Float farAttenuation
- *Prefab
- Vector3 position
- String64 prefabName
- *CameraPath
- (No direct id Tech equivalent)
- UInt8 posLerp
- Uint8angleLerp
- *Effect
- Vector3 position
- Vector3 angles
- String64 effectName
- String256 material0Name
- ColourARGB32 material0Albedo
- Pickup IDs (of pickups suitable for conversion)
- Burst Gun (spawn weapon)
- This entity will not have a pickupType field.
- Weapons
- If the player doesn't have the weapon, then s/he will acquire it.
- If it is present, the player gains some ammo respective to the gun.
- pickupType 1 = Shotgun
- pickupType 2 = Grenade Launcher
- pickupType 3 = Plasma Rifle
- pickupType 4 = Rocket Launcher
- pickupType 5 = Ion Cannon
- pickupType 6 = Bolt Rifle
-
- Ammo
- Ammunition for weapons gained on pickup.
- pickupType 20 = Burst Gun Ammo
- pickupType 21 = Shotgun Ammo
- pickupType 22 = Grenade launcher Ammo
- pickupType 23 = Plasma Rifle Ammo
- pickupType 24 = Rocket Launcher Ammo
- pickupType 25 = Ion Cannon Ammo
- pickupType 26 = Bolt Rifle Ammo
- Power Up
- A temporary buff granted to the player.
- pickupType 60 = Carnage (increases a player's outgoing damage)
- pickupType 62 = Resist (decreases a player's incoming damage)
- Flags
- For use in Capture the Flag
- pickupType 70 = Team Alpha Flag (red team)
- pickupType 71 = Team Zeta Flag (blue team)
- Health
- Restores the player's hitpoints.
- pickupType 40 = Small health
- pickupType 41 = Medium health
- pickupType 42 = large health
- pickupType 43 = Mega Health
- Armor
- Restores the player's armor.
- Reflex has a tiered Armor system.
- Green absorbs the least damage, and Red absorbs the most.
- pickupType 50 = Armor shard
- pickupType 51 = Green Armor
- pickupType 52 = Yellow Armor
- pickupType 53 = Red Armor
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