These have got
to be three of the easiest entities to use,
(hence one of the easiest tutorials to write,
heh) but they add immensely to the completeness
of a level. target_secret
When a map is
loaded, Quake II counts up all of the target_secret
entites in the map. When one of them is
triggered, it adds 1 to the total secrets found.
That's it.
Anything that can
trigger another event can trigger a
target_secret. Since the entity is removed as
it's used, you can even use a trigger_multiple, in which case it will
trigger the secret on the first firing. Simply
add a "target" key and
value (let's use "sec1")
to the triggering event, and a "targetname"
and value ("sec1") to
the target_secret. You're done.
You can also add
a "message" key to a target_secret,
and the message value will be displayed in the
center of the screen upon discovery of the
secret.
target_goal
The target_goal
is used in exactly the same way as the target
secret. However, since you will most likely have
set up a target_help to tell the player just
what the goal is, you will most likely want to
set up a new one at or near the target_goal.
You don't want people wandering around with
nothing to do.
worldspawn
If you've
compiled and run a map, you've already used
worldspawn. There are, however, a few keys that
you can add to it, that change the environment
throughout the map.
sky
This key
changes the environment map for the level. In
order to use it, add the "sky"
key, and give it the value of the sky you
wish to use. The environment maps included in
Quake II are unit1_ through
unit9_ and space1.
skyaxis
If you would
like to have a rotating sky, like in the
final boss level, you'll need to define an
axis for the sky to rotate around. Simply add
a key of "skyaxis"
and give it a vector using three numbers
(vectors are the same values that define
projectile paths, and line of sight for
monsters.) If you don't quite know vectors,
just play around with the numbers until you
find one you like. Don't use 0 0 0 however,
as this will give you a hall of mirrors
effect. (doesn't define a vector, so it
doesn't draw the sky) 0 0 1 will give a flat
rotation.
skyrotate
This controls
the speed of rotation for the sky. Add the "skyrotate"
key, and give it a value in degrees per
second.
sounds
This is the
CD track that will play during the level. Add
the "sounds" key,
and give it a track number.
gravity
This controls
the gravity level. Default is 800. The
gravity in the Comm Sattelite
level is set at 100.
message
This is the
text that will appear at the console when you
begin the level, and in the computer.
Anything more than 32 characters, and you'll
get a warning at the beginning of the level.
Add a key of "message"
and give it a value of whatever the title of
the level is.
Three very easy
to use entities, but they definitely add a
'polished' feel to a level.
-GrrandMaMa
You can download
the example here. Also if you have any
problems or need some help please post to the discussion board.
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