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Half-Life common

Submitted by Andy on Fri, 2005-05-13 21:14.
Mapping Day of Defeat - by Nick Robins

DoD Entities

Half-Life Entities - Modified in DoD

The entitys here are standard Half-Life entitys which behave differently or have extra functions in Day of Defeat. Most of these extra functions are to apply restrictions on which teams can and cannot trigger or be affected by the entity.

All entity properties have not been listed, but a link to the Half-Life original entity has been provided.

Other entitys (not listed here) may have properties modified by the Spirit of Half-Life mod codebase as a version of SoHL (0.42) was included into DoD beta 2.0. for more information on these see the SoHL entity guide. Spirit Entity Guide (this will be for the latest version of SoHL and will include some entitys and functionality not included in DoD).


game_text

Point entity:

RUST Entity reference:
game_text

Properties added:

None -

Flags added:

Allies only - Only allow allies to see this message

Axis only - Only allow axis to see this message

Allies player only - Allied triggering player only

Axis player only - Axis triggering player only


trigger_hurt

Brush entity:

RUST Entity reference:
trigger_hurt

Properties added:

None -

Flags added:

Don't hurt allies -

Don't hurt axis -

Notes:

Team specific trigger_hurt(s) is primarily used for spawn protection.


trigger_teleport

Brush entity:

RUST Entity reference:
trigger_teleport

Properties added:

None -

Flags added:

No allies - Don't teleport allies

No axis - Don't teleport axis

Notes:

Team specific trigger_teleport(s) are also very useful for protecting areas (such as spawns).


func_door and func_door_rotating

Brush entity:

RUST Entity references:
func_door
func_door_rotating

Properties added:

Team specific door - Choose a team:

both
allies only
axis only

Flags added:

None -

Notes:

Also useful for protecting areas


func_button

Brush entity:

RUST Entity reference:
func_button

Properties added:

None -

Flags added:

Allies can't activate

Axis can't activate


trigger_once

Brush entity:

RUST Entity reference:
trigger_once

Properties added:

Team affected -

both
allies only
axis only

Flags added:

Reset at round restart - Allows the entity to trigger once each round rather than once per map


trigger_multiple

Brush entity:

RUST Entity reference:
trigger_multiple

Properties added:

Team affected -

both
allies only
axis only

Flags added:

Reset at round restart - Will reset the trigger delay timer a the start of each round


trigger_auto

Point entity:

RUST Entity reference:
trigger_auto

Properties added:

None -

Flags added:

Trigger at every round start - Entity will trigger it's target at each round start rather than just on map load


func_breakable

Brush entity:

RUST Entity reference:
func_breakable

Properties added:

TnT group name (if used) - These options imply that is is no longer nescasary to set up a dod_object_goal to make a wall that can be removed with TnT (dod_object).

Trigger when TnT set (if used) -

Delay before breaking with TnT -

Sprite to show on HuD if in zone without object -

Flags added:

These options allow you to control how the breakable can be broken, combinations of team and/or weapon/object restriction can be set up.

Only grenades -

Allies only -

Axis only -

Object cap only -

Bazooka or grenades -

Bazooka only -


func_tank, func_tankmortar, func_tankrocket

Brush entities:

RUST Entity references:
func_tank
func_tankmortar
func_tankrocket

Properties added:

Behave as -

normal
allies friendly
axis friendly

Flags added:

None -

Notes:

The func_tank entitys can now be used to make "autocannons" for protecting spawn areas.


game_zone_player

Brush entity:

RUST Entity reference:
game_zone_player

Properties added:

None -

Flags added:

Ignore allies - Don't count allies

Ignore axis - Don't count axis

Notes:

game_zone_player can be used to set a counter to the number of players inside (or outside) the "zone", alternatively (or also) it can force all players inside (or outside) the "zone" to trigger an entity.
There are many ways this could be used, for example by setting a large "zone" triggering a game_score around a dod_object_goal it could give points to all players who were assisting or escorting the player with the dod_object being captured.

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