RTCW entities that works in ET
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Auteur: Erik-Ftn
ola_erik@hotmail.com

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RTCW entities that works in ET.

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There are two .defs in /scripts dir, one for entites who needs non-ET models and one for the ones who doesn't. Radiant pulls all .def files from /etmain/scripts so just extract the files, no need for copy-paste text.

I've tested all entities in testmaps, not in gameplay. Not _all_ descriptions are thorougly updated, some are still left from RTCW. Many are though. I recommend testing before heavily relying on the more complex entities.

The map is an "interactive museum". Step on brown plats for info, use angled panels for function.

For Q about props_flamethrower, which can be set up to work ingame if u do it right, mail me.

Textures: Castle and chateau textures is just for show.
Models: Chandelier is just for show. The Tag models are custom models not specifically needede for the entities.

Conclusion:
target_lock will prob be a walk in the park to use, pushing several props_crates over an edge to build a tower to climb will prob never work and be _really_ unpredictable as well.


Thanks To
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splashDamageForum and visitors, Sock, SCDS_ReyalP, DJBob, Marko, Chavo One, Drakir

Martanious for some RTCW assistance, Johannes FS for solving some RTCW probs, Ola L for file assistance.

Stockholm, Sweden, 2004-01-08
Erik-Ftn

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Readme_elaborate_newbie_version
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Some RTCW models that works in ET

Introduction
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I've gone through the entities in GtkRadiant 1.3.13 .def for RTCW and checked out which of them work in ET. You can now use them in your ET mapping (at your own "risk", see below).

I claim my findings to be almost exhaustive, I've left out a few props entities and some with complicated animated models which are not in RTCW, Radiant or ET. Apart from those, these are the RCTW entites which works in ET.

There are also a few entities in here which are 'new' for ET but not in Radiant, eg weapon_mobile_mg42.


How to run the file
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Place the .pk3 in the etmain directory and load the map from host game menu inside ET.


How to include the new entites in Radiant
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Extract the two RTCW .def files to your etmain/scripts folder. They are in the .pk3's /scripts folder. Restart Radiant


.def files
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The .def file tells Radiant which entites are available. You don't need any .def files to play maps with these entites, its strictly a map editing issue.


.def file no1 - No models needed
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Some entites just work and can be used as they are.


.def file no2 - Models needed
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Some entites need additional models not included in ET. I've included models for them in the pk3. These entities are in a separate .def named accordingly. If you're using the entites in your maps you'll have to include the models for them in your .pk3.

Risk and limitations
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The entities in GtkRadiant for ET are there because they were used in the original 6 ET maps. The ones not beeing used were not checked as thoroughly if they work in ET or not and they are in the ET code as legacy from RTCW.

Some did not work at all, some behaved really strangely and some have limited function, I've included some with limited function when I think that function could add some cool feature or effect and not cause problems.

Examples:

Does not exist:
weapon_venom, weapon_mg42 or key_chalice2 don't have a spawnfunction in ET

Dont work:
misc_grabber_trap has no model and causes ET to crash.

Strange behaviour:
props_flamethrower flames and hurts but in opposite directions and not very reliably. (which is sad)

limited behaviour:
weapon_colt can be used for picking up ammo for colts, though if you have dual colts thats a different weapon and u cant pick up the ammo. This truly sucks but I still included it and stated the limitation in the description.

props_crate can be pushed and destroyed though they have no sound at all and no shard when blown and has a stupid few secs of delay before removed when destroyed even if the clipping goes away pronto. It's still included because u can push and shoot them, which is cool and can be used for specific features in a map.


There just might be one or two entities in there which will cause a conflict or instability or whatever, it just hasn't been tested. IMO, most of them probably will work nicely as they are, though some are less forgiving when u set up them incorrectly(eg misc_spawner crashes my ET if I set a nonexisting itemname). I have checked all of the included entities in testmaps but not with several players. There is probably not a single person alive who actually knows, ie the only way to find out is to try. Needless to say there are a lot of entites not in ET's .def that has been used sucessfully in well know custom maps, eg Mario Bros (teleport), North Pole (target_print) and Mcassino (mirror).

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Comments
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Comments on RTCW entities for ET

1. Functions
2. Entities


1 .Functions:

Items pusheable by brushes, openable drawers.
Items like weapons and health are pushed by moving brushes. They will fall down when pushed over an edge. This means that its feasible to make a func_door in a shape of a drawer and place weapons and healthpowerups inside, only reacheable when opened.

Large amount of ammo
It is possible to set high amount of ammo on weapon pickups. This means that a 1500 flamer is mappable. Sometimes the ammo-meter stops working when this is done, especially if you pick up several such high ammo weapons. IMO this can be interpreted realistically, if u tamper with a flamer to make the tank bigger the meter indicating the content might not work anymore. I guess most players won't appreciate such an interpretation though but consider this behaviour a bug.

Red key for red door in ET
The RTCW support for unlocking specific doors with specific keys through target_lock and key_ entites are in ET reduced to locking and unlocking doors with target_lock. One way to get a similar function in ET is to use the fact that when a team_CTF_redflag object is delivered both the death function in the trigger_flagonly_multiple and the "trigger captured" function in the team_CTF_redflag is called. (The death function is the first of the two.) To get a working and foolproof system do this: only light the trigger_flagonly_multiple on request, eg when a player pushes a button and also condition it with eg globalaccum 0 beeing set to 0. Start the deathfunction with setting globalaccum 0 to 1. This is to prevent blue key from unlocking red door and vice versa. Now set a doorspecific globalaccum in the deathfunction wait a brief moment and then reset both the doorspecific globalaccum and globalaccum 0. In the trigger captured in the team_CTF_redflag, check if the doorspecific globalaccum is set and if so unlock the door. This system only has one logical drawback and that is the fact that blue door will take red key even if the door doesn't open. To prevent this from happening a lot of scripting has to be done. Gameplay-wise another drawback is that every time a key is picked up it is publically announced and every keycarrier is having the same ! sign over their head. The keys will be specific for its intended door though and otherwise the keys will work like goldcrates or radarparts.

gunsparks
If you use a func_timer and tag a gunspark to a slow moving script_mover you can map a burning fuse.

2. Entities


func_leaky
I've read somewhere that leaking water and steam only worked in RTCW SP.

props_dust
Was used for effects eg before zombies opened their coffins in RTCW SP.

smokedust
The angles doesn't seem to work...

misc_spawner
Neither angles or info_notnulls changes the direction of spawned items.
"Health" model path is not known. (it's supposed to be a wall medpack)

The pickupname for all weapons are known for this entity, though even the ammopacks spawn with no ammo in them :-). This is more an inconvenience than a problem since it's really easy to spawn a weapon_magicammo pack at the same time as triggering the spawner.

pickupnames:

My ET crashes when I set a nonfunctional name. All known and functional spawnitem-names is in the entity description.

If you want to go item-hunting, here is the RTCW pickupname list:

"---"
"---"
"Treasure Item"
"Small Health"
"Med Health"
"Large Health"
"Hot Meal"
"Cold Meal"
"---"
"Health" // hanging kit
"Stamina" // stein
"Stamina" // brandy
"Flak Jacket"
"Flak Jacket" // hanging on hook
"Armored Helmet"
"---"
"Knife"
"Luger"
"Mauser Rifle"
"Thompson"
"Sten"
"Dual Colts"
"Colt"
"---"
"MP40"
"FG42 Paratroop Rifle"
"Silencer"
"Panzerfaust"
"Grenade"
"Pineapple"
"---"
"Venom"
"Flamethrower"
"Tesla Gun"
"Sniper Scope"
"Snooper Rifle"
"---"
"---"
"---"
"---"
"---"
"9mm Rounds"
"9mm"
"9mm Box"
".45cal Rounds"
".45cal"
".45cal Box"
"7.92mm Rounds"
"7.92mm"
"7.92mm Box"
".30cal Rounds"
".30cal"
".30cal Box"
"12.7mm"
"Grenades"
"Pineapples"
"Dynamite"
"Cell"
"Fuel"
"Rockets"
"---"
"1938 Latour"
"Endurance"
"Venom Tech Manual"
"Project Book"
"Dr. Zemph's Journal"
"Red Flag"
"Blue Flag"
"Binoculars"


weapons
All weapons have been found and is included. Ammopacks are mapped with the weapon_magicammo entity and Mega ammopacks with the magicammo2 entity. The amount of ammo is set by the "count" key.

Props_crate and props_box
Pusehable crates which can be pushed across the room and over edges. They will get stuck when next to a wall and they seem to have no sound. After falling or beeing pushed over an edge, behaviour and clipping can be unpredictable.

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Tags info

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I have included some custom made md3 models. One is a tag_player only at the origin of the model and one is 27 tags in a 3x3x3 cube with systematic naming.

Models, tagfiles and more documention is in the models/tags directory.