!
?C2A2_launch (p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go
then in the ambient_generic
:
message
) = !C2A2_launch
player_capabilities
- allows to disable/enable player's capabilities such as jumping, crouching, attacking and using (+use
).player_speed
- allows to change the maximum player speed.trigger_configure_monster
now can dynamically change the monster's blood color.Ignored by classify
parameter for monsters. E.g. one may set barney to be ignored by Alien prey class (which headcrabs belong to), so headcrabs won't see barney as an enemy while barney will still shoot them.dying_monsters_block_player
- whether monsters block player movement while in dying animation. This is standard Half-Life behavior which becomes problematic when the dying animation is too long (e.g. bullsquid's one). This is standard Half-Life behavior which becomes problematic when the dying animation is too long (e.g. bullsquid's one).player_maxhealth
and player_maxarmor
to set the default maximum values for health and armor used in the mod. Alternative way is to set maxhealth
and maxarmor
in the map .cfg file. game_player_settings
now also is capable of changing the maximum health and armor values.findnearestnodefix
cvar (set to 1 by default, which means the fix is enabled).ALLOC_STRING
called on the same data won't request the string allocation again. Instead it will reuse the cached value if such string has been already allocated on the map.UnpackRGB
is now shared between client and server code. Added PackRGB
.my_wall
(render mode: solid, FX amount: 255) and a func_button that targets hide my_wall, show my_wall:1
. This created a multi_manager named hide my_wall, show my_wall:1
, an env_render named hide my_wall
and another env_render named show my_wall
. The multi_manager triggered hide my_wall
immediately, and show my_wall
with a delay of 1 second, as expected._mess_allow_rewrite_rules
with value {}
does. I'm using that in several template entity maps to ensure that other scripts won't interfere with it, but it does mean that things like target patterns won't work, unless you invoke it manually by creating an instance of target_pattern_handler.map for a specific target.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/