door1,door2
, MESS will generate a multi_manager named door1,door2
, which triggers both door1
and door2
. Delays can be specified with colons: door1:0.5,door2:1.5
will generate a multi_manager that triggers door1
after 0.5 seconds, and door2
after 1.5 seconds. Each target can also be a pattern, so +door1,-door1:5
will send an 'on' signal to door1
immediately, and then an 'off' signal after 5 seconds. So that pattern translates to a multi_manager and two trigger_relays.CSoundParameters
in isoundemittersystembase.h
). Try creating a script without the parameters and see if it works.
zhlt_strip
, speedfactor
, and mtlx_decal_text
.AFTER_MACRO_EXPANSION
also I don't fully understand hence why I missed it.model()
rewriting in the next update!zhlt_strip
and speedfactor
should probably use AFTER_MACRO_EXPANSION
, to ensure that they're working with final values (instead of raw values that may contain unevaluated MScript expressions), and to ensure that they also apply to generated properties.mtlx_decal_text.ted
relies on an fgd-parsing fix/change that's only available in v1.2.3 (line 28, the help text/description part). Very cool entity - it makes me want real-time editor preview support for MESS...texture_scrollspeed_handler
should be easier to implement correctly. I'll rewrite the scrollspeed handler logic accordingly.mtlx_decal_text
could have a model to help with orienting the text. Model pitch inversion is probably going to make that more complicated though...mtlx_trigger_sequential
is an interesting one - it's like mtl_trigger_counter
but with implicit count values and support for delayed triggering. Now I'm thinking, if I had to add something like this to MESS... maybe I'd do it as a single-target-at-a-time mode for mtl_trigger_sequence
, or maybe by adding a new target pattern for triggering something with a delay. Actually, the multi-target pattern already supports delays ("target1: 0.5, target2: 1.5"
), I could just extend that for single targets (e.g. "+door:0.5"
would send an 'on' signal to door
, after 0.5 seconds).ammo_
and weapon_
entities by default.door_rotating_starts_open_fix
- when enabled, fix the bug with func_door_rotating becoming unresponsive after the first use if it has Starts Open
spawnflag. This feature is currently left disabled by default just in case some existing map relies on this behavior.warpball_at_monster_center
- if enabled, when env_warpball is used as a template effect for monstermaker, create the effect at the monster's body center by default, instead of monster's origin (which is usually at the monster's feet). The feature is enabled by default. If you want the old behavior, set the warpball_at_monster_center
to false in your features in featureful_server.cfg.Warp at monster's...
of monstermaker
now have a different meaning. Any positive value means to create a warpball effect in the center of the monster's body. Any negative value means to create effect at the origin. And 0 (default) means to create at the position depending on the warpball_at_monster_center
feature.env_warpball
now can define a second sprite that will be played along with the first one. sprites/xflare1.spr is provided as default second sprite in the fgd. You need to manually set the second sprite on existing maps if you want warpballs to create two sprites.Smoke position
parameter for env_smoker
.Instant
spawnflag for multi_manager
, multi_trigger
and multi_sequence
. By default targets with 0 delay will be triggered only on the next frame after the multi_manager
has been triggered. With this flag such targets will be called instantly.monstermaker
. In the editor toggle SmartEdit (like you do with multi_manager
) and add keyvalues you want to forward to the monster prepending the key names with #
symbol. This allows to set some parameters that can't be set via monstermaker
otherwise (e.g. bodystate
of monster_barney
).GetWeaponData
and SetWeaponData
functions for weapons to tidy and deduplicate some prediction code.ALLOC_STRING
is now a function instead of the macro.CBasePlayer::FlashlightTurnOn()
and CBasePlayer::FlashlightTurnOff()
methods. Of course, you'll need to use programming for this using the SDK.Half-Life/valve/models
can be used in your mod)./models/player/HL_Construction/HL_Construction.mdl
and /models/player/HL_Gus/HL_Gus.mdl
from Sven Co-op and these are specific to SC, which means that you should ask for permission to use these in your mod, and possibly need to do some conversion as the player skeleton and/or sequences are different between HL and SC.
Item | Description | File type(s) |
---|---|---|
zhlt_strip | strips stray zhlt keyvalues that might produce unintended results in your map | .ted |
speedfactor | multiplies any speed keyvalue in entity by a factor. useful to quickly multiply values for a range of entities with finely-calibrated speed values. | .ted |
mtlx_decal_text | translates to a bunch of infodecals representing stenciled text. besides letters and numbers, also transforms some text symbols to a bunch of other decals. | .ted, .map |
mtlx_multi_manager | translates to a multi_manager. this entity facilitates easy selection of targets using JACK's dropdown textbox. Also shows the arrow connections. | .ted |
mtlx_trigger_sequential | translates to a relay that fires specified targets in order, and can loop back at the end of the list e.g. this → t1 , this → t2 , this → t3 , this → t1 ... |
.ted, .map |
texture_scrollspeed_handler | BUGFIX for the one included in MESS 1.2.2 | .ted |
<mess 1.2.2+ install path>/template_entities/custom/
Ignoring unreasonable position (1096.000000,-4296.000000,-16392.626953) from vphysics! (entity plug_box)
Sound Replacement File
parameter. These files define sound replacements for the monster entity. See example in sound/female_pain.txt.gauss_fidget
- allows to enable/disable the Tau-cannon fidget idle animation.medic_drop_healthkit
- whether medic grunts drop healthkits upon dying.monster_civilian
- generic friendly npc with scientist-like behavior. Doesn't have the healing ability. Suitable for making civilian npcs like construction workers or unarmed npcs from Condition Zero Deleted Scenes.monster_gus
and monster_gus_dead
in the fgd. This monster was from Cleaner's Adventures and wasn't enabled in the game code anyway.Fly Speed
, Turn Rate
and Check Distance
for monster_flyer_flock
.Alert friends
and Friends can alert me
parameters for talk monsters.Friends can alert me
parameter).player_hasweapon
- check if player has a specific weapon. Can be used as Master.player_hasitem
- check if player has a specified item (suit, flashlight or longjump). Can be used as Master.trigger_skill_test
- fire a trigger depending on the current difficulty.Fade sprite
for env_smoker
to automatically fade smoke sprites (by default the entity relies on fading in the sprite animation).Scale unit type
for env_smoker
(historically the entity used tenths of the scale, i.e. 10 meant scale 1).player_calc_ratio
- calculate the absolute or fractional value of player's health, armor or ammo amount.trigger_compare
has a new way to fire a target depending on the condition. Now you can define test type and triggers for pass and fail. The old triggers work independently from the new ones, but it's not recommended to use both approaches at the same time.trigger_compare
now can be used as a master. The state depends on the evaluation of the chosen condition.Fire On Equal To
of trigger_compare
now uses a different internal key name. The old key is still supported, but considered deprecated.env_extinguisher
to produce a fire extintinguisher effect. Ported from Field Intensity.Starting frame
for env_model
. The negative value allows randomizing the starting frame.momentary_door
now has an associted Calc Ratio value (like in Spirit of Half-Life).+use
button. Thanks b0rdie for reporting.monster_flyer_flock
. Thanks 23-down for reporting.Gun State
parameter with some custom Barney models. Thanks 23-down for reporting.sk_rgrunt_explode
skill is not defined, the hand grenade damage is used as a fallback.ARRAYSIZE
is now a template constexpr function instead of the macro.IsTriggered
now returns bool
instead of BOOL
.