doc-entities.txt 4.8 KB

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  1. Differences between Reflex and id Tech entities
  2. Reflex uses a right-handed coordinate system and id Tech uses a left-handed
  3. system so many positions and angles must take this into account when being
  4. converted.
  5. Position of Players and Pickups are stored differently in Reflex. Player
  6. positions are stored at a players feet, while in id Tech, at the center of
  7. the character. Converting from Reflex requires the vertical component of
  8. position to be offset by 32 units. Similarly, pickups must be offset by
  9. two units.
  10. Entity attributes are often implicit; i.e. if an attribute is required but
  11. unspecified, a default is used
  12. -All game modes are enabled by default and attributes are used to
  13. disable undesired modes or to set 2v2
  14. -Entities without a position are implicitly at the origin
  15. -PointLights without a color default to white
  16. Attributes set in a WorldSpawn are used by all the entities it contains.
  17. -id Tech maps have a maximum of one WorldSpawn. Many are allowed
  18. in Reflex
  19. -WorldSpawns often group PlayerSpawns by game mode
  20. Angles
  21. -Can be stored as a Vector3, since rotation about any axis is possible
  22. -Keyword angle is also supported (rotation about the vertical axis)
  23. Race Entities
  24. -Unlike id Tech games, is limited by not having checkpoint brushes
  25. -CTS only
  26. Reflex entity types and all known attributes
  27. * is used to denote unsupported attributes and entity types
  28. ** For parsing purposes, is handled differently than other entities
  29. **WorldSpawn
  30. *String32 targetGameOverCamera
  31. *Float timeOfDay
  32. *Float skyAngle
  33. *UInt8 playersMin
  34. *UInt8 playersMax
  35. Bool8 modeFFA
  36. Bool8 modeTDM
  37. Bool8 modeCTF
  38. Bool8 mode1v1
  39. Bool8 modeRace
  40. Bool8 mode2v2
  41. Pickup
  42. (pickupType Required)
  43. Vector3 position
  44. Vector3 angles
  45. UInt8 pickupType - See list of pickup IDs in this document
  46. PlayerSpawn
  47. Vector3 position
  48. Vector3 angles
  49. Vector3 angle
  50. bool8 teamA
  51. bool8 teamB
  52. Bool8 modeFFA
  53. Bool8 modeTDM
  54. Bool8 modeCTF
  55. Bool8 mode1v1
  56. Bool8 modeRace
  57. *Bool8 mode2v2
  58. JumpPad
  59. String32 target
  60. brush
  61. Teleporter
  62. String32 target
  63. brush
  64. Target
  65. (name Required)
  66. Vector3 position
  67. Vector3 angles
  68. Vector3 angle
  69. String32 name
  70. RaceStart
  71. brush
  72. RaceFinish
  73. brush
  74. PointLight
  75. Vector3 position
  76. ColourXRGB32 color - ARGB, alpha channel always full for PointLights
  77. Float nearAttenuation
  78. Float farAttenuation
  79. *Prefab
  80. Vector3 position
  81. String64 prefabName
  82. *CameraPath
  83. (No direct id Tech equivalent)
  84. UInt8 posLerp
  85. Uint8angleLerp
  86. *Effect
  87. Vector3 position
  88. Vector3 angles
  89. String64 effectName
  90. String256 material0Name
  91. ColourARGB32 material0Albedo
  92. Pickup IDs (of pickups suitable for conversion)
  93. Burst Gun (spawn weapon)
  94. This entity will not have a pickupType field.
  95. Weapons
  96. If the player doesn't have the weapon, then s/he will acquire it.
  97. If it is present, the player gains some ammo respective to the gun.
  98. pickupType 1 = Shotgun
  99. pickupType 2 = Grenade Launcher
  100. pickupType 3 = Plasma Rifle
  101. pickupType 4 = Rocket Launcher
  102. pickupType 5 = Ion Cannon
  103. pickupType 6 = Bolt Rifle
  104. Ammo
  105. Ammunition for weapons gained on pickup.
  106. pickupType 20 = Burst Gun Ammo
  107. pickupType 21 = Shotgun Ammo
  108. pickupType 22 = Grenade launcher Ammo
  109. pickupType 23 = Plasma Rifle Ammo
  110. pickupType 24 = Rocket Launcher Ammo
  111. pickupType 25 = Ion Cannon Ammo
  112. pickupType 26 = Bolt Rifle Ammo
  113. Power Up
  114. A temporary buff granted to the player.
  115. pickupType 60 = Carnage (increases a player's outgoing damage)
  116. pickupType 62 = Resist (decreases a player's incoming damage)
  117. Flags
  118. For use in Capture the Flag
  119. pickupType 70 = Team Alpha Flag (red team)
  120. pickupType 71 = Team Zeta Flag (blue team)
  121. Health
  122. Restores the player's hitpoints.
  123. pickupType 40 = Small health
  124. pickupType 41 = Medium health
  125. pickupType 42 = large health
  126. pickupType 43 = Mega Health
  127. Armor
  128. Restores the player's armor.
  129. Reflex has a tiered Armor system.
  130. Green absorbs the least damage, and Red absorbs the most.
  131. pickupType 50 = Armor shard
  132. pickupType 51 = Green Armor
  133. pickupType 52 = Yellow Armor
  134. pickupType 53 = Red Armor