*player
is supported in most places where the *locus
is supported to allow refer to the player. In singleplayer it will always find the player. In multiplayer it acts like *locus
, but allow only players.Don't reset trigger counter on deactivation
spawnflag for trigger_timer
(can be useful when trigger number limit is set).Pass caller as activator
spawnflag for trigger_relay
.Ignore Hold Time
spawnflag for trigger_camera
.Stop by player input
parameter for trigger_camera
.Target when turned off
parameter for trigger_camera
.Calc Position
as an option to calculate value from calc_position
(this allows to calculate the value of one calc_position
based on the other calc_position
).Calc Velocity
as an option to calculate value from calc_subvelocity
(this allows to calculate the value of one calc_subvelocity
based on other calc_
entities).fire
command. Use fire on <targetname>
or off <targetname>
to send On
and Off
input. Use fire set <targetname> <value>
to send the numeric input (e.g. for game_counter
).entities_count
command now supports the argument - the classname - to report the number of entities having the specified classname.give_intentory
and remove_inventory
commands to give and remove player inventory items. This can be used for debugging purposes. The first argument is the item name. The second (optional) argument is the number of items of this type to give or remove.This is what I see when I run it on a map that contains a single remec_lit_model entity, and the resulting map file contains a cycler_sprite and a func_detail. What does your compile log look like?Thank you for reminding me, I almost only read.log files before. I can't use my personal computer right now. I will get back to you about compilation as soon as possible.
Have you tried asking the authors of Remec for help?He's closed his page, and I can't find any more contact information. I tried to search his name on Google, but I'm not sure it was him because I didn't see the same information.
mtl_trigger_switch
to trigger the turret door (as both its on target and its off target). The trigger_multiple's then need to send an 'on' signal to this trigger-switch (either by triggering a trigger_relay that sends an 'on' signal to the trigger-switch, or by using the +nameofswitchentity
target pattern, so MESS will automatically generate a trigger_relay for you). If the player walks through a laser, it'll send an 'on' signal to the trigger-switch, which then triggers the turret door. If the player walks through a second laser, another 'on' signal is sent to the trigger-switch, but because it's already in the 'on' state it won't do anything, and the turret door will remain open. You can also add a security button for disabling the turret system, by making a button that sends an 'off' signal to the trigger-switch.
C:\HL\Tools\remec\remec.exe "$path/$file.remec.$ext" jack "E:\STEAM\steamapps\common\Half-Life" $bspdir/$file.$extThat last bit ($bspdir/$file.$ext) won't do anything, REMEC doesn't let you set the output path.
recruit_followers
and disband_followers
allow players to recruit all nearby friendly NPCs or call off everyone who is following the player by pressing one button. This is similar to fast recruiting of ally soldiers in Field Intensity.vortigaunt_armor_charge
. Enable to allow friendly vortigaunts to give armor to the player (similar to HL2, experimental feature). The amount of armor is configured by sk_vortigaunt_armor_charge
skill value. The vortigaunt must have the free energy to perform charging.hud_color
command is no longer available by default. Set hud_color.configurable
feature in featureful_client.cfg to true to enable the HUD color configuration by user.hud_scale.default
and hud_scale.configurable
features to featureful_client.cfg.hud_autoscale_by_default
feature in featureful_client.cfg. Set hud_scale.default
to 0 to enable autoscale by default.game_player_settings
now can set the player's armor to 0 (set =0
as value), add and substruct armor by a provided value.game_player_settings
now can add and substruct the player's health.game_player_settings
are deprecated now. Weapons are now configured via parameters instead. It allows to remove specific weapons as well.game_player_settings
can now remove the specified amount of ammo (use a negative value).Treat new value as
parameter for trigger_changealue
which allows to tell how the new value is treated.Action
parameter for trigger_changevalue
.Scale factor
parameter for calc_ratio
.calc_ratio
(from later versions of SoHL).calc_numfromvec
- calculate a single numeric value from the vector.calc_vecfromnums
- calculate the vector from three numeric values.Max
and Min
parameters for calc_eval_number
.calc_eval_number
is now getting stored only if evaulation has succeeded. Trigger after operation
is now called only if evaulation has succeeded. Added Trigger on calculation fail
parameter.Report as vector
parameter for calc_eval_number
.Mod
, Find Max
and Find Min
operators for calc_eval_number
.Third operand
parameter for calc_eval_number
- it allows to do computations on 3 parameters using the same entity.Armor Damage
and Do Armor Damage
spawnflags for trigger_hurt_remote
(compatibility with Sven Co-op).Player Invulnerable
spawnflag for trigger_camera
(compatibility with Sven Co-op).Position
and Direction
parameters for particle_shooter
.Direction
parameter for env_smoker
.Landmark
parameter for trigger_teleport
(compatibility with Spirit of Half-Life).item_pickup
. It can give a specified inventory item to the player on pickup (as an alternative to player_inventory
).item_security
icon is no longer shown in history of picked up items on the security card pickup unless the HUD sprite is set explicitly in the entity parameters. In general it's advised to use item_pickup
instead.Forward activator
for trigger_timer
.Trigger on arrival
for info_teleport_destination
(compatibility with Sven Co-op).trigger_hurt_remote
doesn't push the player anymore (it was unintended effect).Entity to play from
parameter of ambient_generic
not working properly sometimes.env_smoker
not emitting the correct number of smokes after the repeated activation.calc_position
and calc_velocity
commands to get the position and velocity reported by the specified entity.func_wall
, etc.). Note that you still need to include zhlt.fgd in order to have access to compiler-specific entities like func_detail
.Glow Shell
as render fx option in fgd.calc_
entities.trigger_changevalue
and some calc_
entities._mess_replace_texture
.mtl_trigger_switch
, which can trigger different targets when it's turned on or off.q1_brush_text
, which generates text using Makkon's techdc font textures.cs_trigger_roundstart
.macro_insert
entities can now create instances with an absolute position and scale._mess_merge_entity_master
property now only marks an entity as master if its value is true (not empty or 0)._mess_allow_rewrite_rules
and _mess_deny_rewrite_rules
properties now use commas to separate multiple paths.@MESS;
directives without a matching @MESS
opening directive are now ignored.first
and last
functions for taking the first or last item from an array.incglobal
convenience function, for incrementing a global counter.hasflag
and setflag
functions now available in rewrite rules.trunc
function for truncating numbers.ted_dirs
and ted_path
functions, for accessing files from other template entity directories.trace
function is now also available in .ted files.upper
and lower
functions for strings._mess_attached_template_map
and _mess_attached_template_name
).cs_trigger_roundstart
would cause MESS to fail.mtl_trigger_random
without targets would cause MESS to fail.mtl_trigger_periodic
didn't support target patterns._mess_merge_entity_master
properties weren't removed from entities that didn't also have a _mess_merge_entity_id
property.macro_brush
could select the wrong texture if the first brush of a template brush entity had the ORIGIN texture.macro_template
without anchor
and selection_weight
properties didn't use the documented default values.mtl_env_model
didn't take dynamically set flags into account.C:\HL\Tools\remec\remec.exe $bspdir/$file.remec.$ext jack E:\STEAM\steamapps\common\Half-LifeChange
$bspdir
to $path
, and add double quotes around the map path to ensure that any space characters in directory names won't cause any trouble:
C:\HL\Tools\remec\remec.exe "$path/$file.remec.$ext" jack "E:\STEAM\steamapps\common\Half-Life"REMEC should do some logging so next time you can also check your compile log for errors.
CPushable::KeyValue()
method. So, the following code never gets to run:
switch (bbox)
{
case 0: // Point
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
break;
case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN * 2, VEC_DUCK_HULL_MAX * 2);
break;
case 3: // Player duck
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
break;
default:
case 1: // Player
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
break;
}
Perhaps size is one of those special properties, like friction, that are handled automatically by the engine?SET_MODEL()
inside the CPushable::Spawn()
method, which is run later, sets the size also, so pev->mins
and pev->maxs
would be overwritten (not 100% sure of this). This must be why the func_pushable ends up with an accurate bounding box, same size as the brush.
Erty said:Do you mean implementing my own collision system inside the entity code, using tracelines or something?
Maybe you could force it to use the pointhull, and do your own collision checks using its bounding box. The performance won't be as good as with cliphull-based collisions, of course.