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Info

Submitted by Andy on Fri, 2005-02-25 21:57.

Half-Life Info Entities

Originally written for TWHL .

info_bigmomma

This entity allows you to setup a path for monster_bigmomma and get it to do specific sequences (a bit like a scripted_sequence) that relate to how the player interacts with the monster.

Properties

Name - Name of the info entity

Next node - Next node in path.

Radius - Deviation from the node or the amount that the Gonarch is allowed to stray.

Wait after approach - Time spent at node.

Kill Target - When the node is reached, this target will be removed from the game.

Fire on approach - Target to activate on reaching the node.

Sequence on approach - The name of a scripted_sequence to use after the Gonarch reaches this node.

Health on approach - The amount of damage that that she must take before moving to this node.

Sequence before approach - The name of a scripted_sequence to use before she approaches this node.

Flags:

(1) Run to Node - Determines whether the monster runs to the node.
(2) Wait Indefinitely - Causes the Gonarch to stay at this node. Also makes her invincible.

Related Entities

Monster_bigmomma

Notes:
None

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info_intermission

This acts as a camera view after the player has been killed in a deathmatch game. Instead of fading out, the dead player views an area assigned by you.

Properties

Target - Name of info_target to point camera at.

Flags:

None

Related Entities

Info_target

Notes:
If, after death, nothing is done for 6 seconds, the players view will shift randomly to one of the info_intermission cameras placed in the level.
Several info_intermission's around the map targeting info_targets at High Combat likely areas will give 'Dead people' something to look at.

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info_landmark

In a level transition, this entity defines the same point in both maps, so that the transition appears seamless.

Properties

Name - The landmarks in both levels involved in the transition need the same name.

Flags:

None

Related Entities

Trigger_changelevel
Trigger_transition

Notes:
None

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info_node

Info_nodes are essential for monsters who need to move under AI control. The engine draws a 'node graph' based on the positions of info_nodes in a map, and monsters can then find the quickest route from point A to point B via the nodes..

Properties

None

Flags:

None

Related Entities

Info_node_air

Notes:
To check your info_node placement, compile the map and run it. From the console type impulse 197 and you should now see a glowing path of node tracks. This will show up any weak points in your placement and areas that may need more nodes.
General rule of thumb for info_node placement is to use lot's and keep them 24 to 48 units away from any brush.
Place them in the middle of hallways, rather than at the edges.
Info_nodes can also be used to help monsters perform scripted_sequences.
To help monsters navigate to and from scripted_sequences, use info nodes. IE: If you want Barney to go through a door, place an info_node in the center of the doorway and then a trail of info_node's from Barney to the scripted_sequence.
There is a hard limit of 128 info_node's per map.
Monster_human_assasins require MORE info_nodes than other monsters.

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info_node_air

Similar to info_node, this entity is specifically for flying monsters (such as the monster_alien_controller).

Properties

None

Flags:

None

Related Entities

Info_node
Monster_alien_controller

Notes:
None

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info_null

The info_null entity was specifically designed to be the target of a spotlight.

Properties

Name - Name to be targetted by the light_spot.

Flags:

None

Related Entities

Light_spot

Notes:
None

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info_player_coop

Sets spawn points for co-operative multiplayer maps.

Properties

Pitch Yaw Roll - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The ettings are not always (or not all) used.

Flags:

(2084) Not in Deathmatch - If this flag is set on, the entity will not appear in deathmatch games.

Related Entities

Info_player_start
Info_player_deathmatch

Notes:
None

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info_player_deathmatch

Defines player spawn positions for deathmatch games. If you want to run your map through the custom game menu, it must contain an info_player_deathmatch entity.

Properties

Pitch Yaw Roll - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.

Target - When an entity is activated, it triggers the entity with the name specified by Target.

Master - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.

Animation Sequence - Hammer 3.5 specific animation for viewing in the 3D window.

Flags:

None

Related Entities

Info_player_coop
Info_player_start

Notes:
None

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info_player_start

This entity defines the player starting point in single-player maps.

Properties

Pitch Yaw Roll - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.

Animation Sequence - Hammer 3.5 specific animation for viewing in the 3D window.

Flags:

(2084) Not in Deathmatch - If this flag is set on, the entity will not appear in deathmatch games.

Related Entities

Info_player_coop
Info_player_deathmatch

Notes:
Try to place near the ground, as the player will drop from the entity origin to the floor. Also, make sure the info_player_start is clear of any obstacles, or the player may be stuck at the start.
Maps without info_player_starts will still run, however the player will spawn at the center of the map as defimned by the "blue red yellow" axis arms in the 3D view.

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info_target

An info_target is used to provide static (non-moving) targets for entities like trigger_camera and env_beam.

Properties

Name - Give this entity a name so it can do its job.

Flags:

None

Related Entities

Env_beam
Trigger_camera

Notes:
For moving targets, use a func_train with Render Mode set to Texture, Render Amount set to 0, and the Not Solid flag enabled. Then target the func_train as you would the info_target.

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info_teleport_destination

Works in conjunction with trigger_teleport. This entity provides the destination.

Properties

None

Flags:

(2048) Not in Deathmatch - If this flag is set on, the entity will not appear in deathmatch games.

Related Entities

Trigger_teleport

Notes:
None


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