reflex2q3/docs/doc-entities.txt

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Differences between Reflex and id Tech entities
Reflex uses a right-handed coordinate system and id Tech uses a left-handed
system so many positions and angles must take this into account when being
converted.
Position of Players and Pickups are stored differently in Reflex. Player
positions are stored at a players feet, while in id Tech, at the center of
the character. Converting from Reflex requires the vertical component of
position to be offset by 32 units. Similarly, pickups must be offset by
two units.
Entity attributes are often implicit; i.e. if an attribute is required but
unspecified, a default is used
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-All game modes are enabled by default and attributes are used to
disable undesired modes or to set 2v2
-Entities without a position are implicitly at the origin
-PointLights without a color default to white
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Attributes set in a WorldSpawn are used by all the entities it contains.
-id Tech maps have a maximum of one WorldSpawn. Many are allowed
in Reflex
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-WorldSpawns often group PlayerSpawns by game mode
Angles
-Can be stored as a Vector3, since rotation about any axis is possible
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-Keyword angle is also supported (rotation about the vertical axis)
Race Entities
-Unlike id Tech games, is limited by not having checkpoint brushes
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-CTS only
Reflex entity types and all known attributes
* is used to denote unsupported attributes and entity types
** For parsing purposes, is handled differently than other entities
**WorldSpawn
*String32 targetGameOverCamera
*Float timeOfDay
*Float skyAngle
*UInt8 playersMin
*UInt8 playersMax
Bool8 modeFFA
Bool8 modeTDM
Bool8 modeCTF
Bool8 mode1v1
Bool8 modeRace
Bool8 mode2v2
Pickup
(pickupType Required)
Vector3 position
Vector3 angles
UInt8 pickupType - See list of pickup IDs in this document
PlayerSpawn
Vector3 position
Vector3 angles
Vector3 angle
bool8 teamA
bool8 teamB
Bool8 modeFFA
Bool8 modeTDM
Bool8 modeCTF
Bool8 mode1v1
Bool8 modeRace
*Bool8 mode2v2
JumpPad
String32 target
brush
Teleporter
String32 target
brush
Target
(name Required)
Vector3 position
Vector3 angles
Vector3 angle
String32 name
RaceStart
brush
RaceFinish
brush
PointLight
Vector3 position
ColourXRGB32 color - ARGB, alpha channel always full for PointLights
Float nearAttenuation
Float farAttenuation
*Prefab
Vector3 position
String64 prefabName
*CameraPath
(No direct id Tech equivalent)
UInt8 posLerp
Uint8angleLerp
*Effect
Vector3 position
Vector3 angles
String64 effectName
String256 material0Name
ColourARGB32 material0Albedo
Pickup IDs (of pickups suitable for conversion)
Burst Gun (spawn weapon)
This entity will not have a pickupType field.
Weapons
If the player doesn't have the weapon, then s/he will acquire it.
If it is present, the player gains some ammo respective to the gun.
pickupType 1 = Shotgun
pickupType 2 = Grenade Launcher
pickupType 3 = Plasma Rifle
pickupType 4 = Rocket Launcher
pickupType 5 = Ion Cannon
pickupType 6 = Bolt Rifle
Ammo
Ammunition for weapons gained on pickup.
pickupType 20 = Burst Gun Ammo
pickupType 21 = Shotgun Ammo
pickupType 22 = Grenade launcher Ammo
pickupType 23 = Plasma Rifle Ammo
pickupType 24 = Rocket Launcher Ammo
pickupType 25 = Ion Cannon Ammo
pickupType 26 = Bolt Rifle Ammo
Power Up
A temporary buff granted to the player.
pickupType 60 = Carnage (increases a player's outgoing damage)
pickupType 62 = Resist (decreases a player's incoming damage)
Flags
For use in Capture the Flag
pickupType 70 = Team Alpha Flag (red team)
pickupType 71 = Team Zeta Flag (blue team)
Health
Restores the player's hitpoints.
pickupType 40 = Small health
pickupType 41 = Medium health
pickupType 42 = large health
pickupType 43 = Mega Health
Armor
Restores the player's armor.
Reflex has a tiered Armor system.
Green absorbs the least damage, and Red absorbs the most.
pickupType 50 = Armor shard
pickupType 51 = Green Armor
pickupType 52 = Yellow Armor
pickupType 53 = Red Armor