Submitted by
Andy on Fri, 2005-05-13 21:13.
Mapping Day of Defeat - by Nick Robins
DoD Entities
Miscellaneous
dod_trigger_sandbag
Brush entity:
Allows machine gunners to deploy their bipod while standing
Properties:
Name - Targetname
Target - Usually left blank
Master - Entity to use as master
PYR - Note: the default DoD FGD may not include this
Degrees in either direction - Arc of fire either side of the set centreline
Flags:
None -
Notes:
Set the centreline of the arc that the player must face in to deploy, using the dial in object properties, note that this may cause VHE to report that "dod_trigger_sandbag has unused keyvalues". However if you change this line in your DoD FGD:
@SolidClass base(Targetname,Target,Master) = dod_trigger_sandbag : "Sandbag Trigger"
to this:
@SolidClass base(Targetname,Target,Master,Angles) = dod_trigger_sandbag : "Sandbag Trigger"
Then the error (which is not really an error) will no longer be reported.
dod_camera
Point entity:
This is a modified trigger_camera
Properties:
Target - Name of the entity the camera will look at
Delay before target -
Killtarget -
Name - Targetname
Zoom FOV - Set camera zoom
dod_camera View -
normal
scope
binoculars
widescreen
Dod_camera Fade:
normal
black (instant)
fast fade out (2 seconds)
fast fade in (2 seconds)
slow fade out (4 seconds)
slow fade in (4 seconds)
Subtitle -
Hold time - Length of time of the camera view
Trigger on Start -
Trigger on End -
Path corner - Name of the first path_corner for moving cameras
Initial speed - For moving cameras
Acceleration -
Stop Deceleration -
Team that is bound to - choose a team:
allies
axis
both
Flags:
Start at player - Camera starts at players eye position
Follow player - Camera uses the player as target
Freeze player - Prevent player actions during camera scene
Notes:
dod_camera like trigger_camera is / will be used for cut scenes, which are usually only found in single player games, however DoD beta 3.0 will include them as a method of telling the player(s) about their mission objectives.
DoDv1.X doesn't use the DoD camera although it is still functional.
path_corner
Point entity:
This is a modified Entity
Properties:
Name - Targetname
Pitch,Roll,Yaw (XYZ) - PYR settings
Zoom FOV - Change zoom at this point
dod_camera View -
normal
scope
binoculars
widescreen
Dod_camera Fade:
normal
black (instant)
fast fade out (2 seconds)
fast fade in (2 seconds)
slow fade out (4 seconds)
slow fade in (4 seconds)
Subtitle -
Next stop target -
New train speed -
New train rot speed -
Fire on pass -
Wait here(secs) -
Flags:
Wait for retrigger -
Teleport -
Fire once -
Notes:
path_corner has been modified to allow mappers to change the properties of a dod_camera
dod_location
Point entity:
Specify a named location in your map
Properties:
Master - Entity to use as master
Name of this location -
Flags:
None -
Notes:
A dod_location placed in a map will allow players to bind a key to say "i'm near %l" (for example) and the "%l" will be substituted for the relevant dod_location.
particle_shooter
Point entity:
Used to place particle effects in a map
Properties:
Name - Targetname
Target -
Angles - PYR (will probably control direction particles are "shot" in).
Group Id - ?
Number of Particles ( -1 = infinite ) - Number of particles per trigger?
Delay between shots -
Particle life - How long a particle persists for
Particle velocity -
Velocity variance -
Spin ( degrees per sec ) - Spin applied to particles?
Gravity - Gravity level on particles? (ie; set this low to create snowflakes etc)
Damping time - ?
Damping velocity - ?
Sprite - Filename of the sprite to use for the particles
Particle size - Scaling factor applied to sprites?
Color: red ( 0 - 255 ) - Adjust the color balance of the particles
Colour: green ( 0 - 255 ) -
Colour: blue ( 0 - 255 ) -
Brightness -
Fade speed - ?
Scale speed - ?
Framerate - For aninmated sprites?
Render mode - Select sprite rendermode:
Normal
Trans color
Trans texture
Glow
Indexed alpha
Additive
Flags:
Repeatable -
Spiral - ?
Collide with world - PParticle collisions with walls / roofs / floors ?
Affected by force - Wind (see info_doddetect) and gravity effects on particles?
Animate - Animate particles
Start on - Shooter active initialy or requires trigger
Kill on collide -Particle removed on collsion with world?
Ripple when hitting water - Water ripples? sprite ripples?
Notes:
None -
dod_preround
Point entity:
Triggers at the start of each round based on the previous rounds ending
EXPERIMENTAL
Properties:
Name - Targetname
Trigger if allies won last round - Entitys to trigger
Trigger if allies lost last round -
Trigger if axis won last round -
Trigger if axis lost last round -
Trigger if last round was draw -
Flags:
None -
Notes:
None -