entity s; void() trigger_reactivate = { self.solid = SOLID_TRIGGER; }; //============================================================================= float SPAWNFLAG_NOMESSAGE = 1; float SPAWNFLAG_NOTOUCH = 1; // the wait time has passed, so set back up for another activation void() multi_wait = { if (self.max_health) { self.health = self.max_health; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; } }; // the trigger was just touched/killed/used // self.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing void() multi_trigger = { if (self.nextthink > time) { return; // allready been triggered } if (self.classname == "trigger_secret") { if (self.enemy.classname != "player") return; found_secrets = found_secrets + 1; WriteByte (MSG_ALL, SVC_FOUNDSECRET); } if (self.noise != "") sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); // don't trigger again until reset self.takedamage = DAMAGE_NO; activator = self.enemy; SUB_UseTargets(); if (self.wait > 0) { self.think = multi_wait; self.nextthink = time + self.wait; } else { // we can't just remove (self) here, because this is a touch function // called wheil C code is looping through area links... self.touch = SUB_Null; self.nextthink = time + 0.1; self.think = SUB_Remove; } }; void() multi_killed = //dumptruck_ds { if (self.is_waiting) // Supa, restore health and do nothing if we're still waiting to be activated { self.health = self.max_health; // nyah nyah~! self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; return; } self.enemy = damage_attacker; multi_trigger(); }; void() multi_use = //dumptruck_ds { if (self.is_waiting) // Supa, if this trigger is waiting to be activated we'll tell it to get ready! { self.is_waiting = FALSE; // Get ready! return; // Must be used or triggered again to do anything } self.enemy = activator; multi_trigger(); }; void() multi_touch = //dumptruck_ds { if (other.classname != "player") return; if (self.is_waiting) // Supa, is this trigger waiting to be activated? return; // if the trigger has an angles field, check player's facing direction if (self.movedir != '0 0 0') { makevectors (other.angles); if (v_forward * self.movedir < 0) return; // not facing the right way } self.enemy = other; multi_trigger (); }; /*QUAKED trigger_multiple (.5 .5 .5) ? notouch Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) If notouch is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay! sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string "is_waiting" : If set to 1, this trigger will do nothing until another trigger activates it */ void() trigger_multiple = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; if (self.is_waiting) { dprint("Spawned a waiting "); dprint(self.classname); dprint(" with targetname "); dprint(self.targetname); dprint(" and target "); dprint(self.target); dprint("\n"); } if (self.sounds == 1) { precache_sound ("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if (self.sounds == 2) { precache_sound ("misc/talk.wav"); self.noise = "misc/talk.wav"; } else if (self.sounds == 3) { precache_sound ("misc/trigger1.wav"); self.noise = "misc/trigger1.wav"; } if (!self.wait) self.wait = 0.2; self.use = multi_use; InitTrigger (); if (self.health) { if (self.spawnflags & SPAWNFLAG_NOTOUCH) objerror ("health and notouch don't make sense\n"); self.max_health = self.health; self.th_die = multi_killed; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; setorigin (self, self.origin); // make sure it links into the world } else { if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) { self.touch = multi_touch; } } }; /*QUAKED trigger_once (.5 .5 .5) ? notouch Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If "health" is set, the trigger must be killed to activate. If notouch is set, the trigger is only fired by other entities, not by touching. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0. sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void() trigger_once = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.wait = -1; trigger_multiple(); }; //============================================================================= /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. */ void() trigger_relay = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.use = SUB_UseTargets; }; //============================================================================= /*QUAKED trigger_secret (.5 .5 .5) ? secret counter trigger sounds 1) secret 2) beep beep 3) 4) set "message" to text string */ void() trigger_secret = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; total_secrets = total_secrets + 1; self.wait = -1; if (!self.message) self.message = "You found a secret area!"; if (!self.sounds) self.sounds = 1; if (self.sounds == 1) { precache_sound ("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if (self.sounds == 2) { precache_sound ("misc/talk.wav"); self.noise = "misc/talk.wav"; } trigger_multiple (); }; //============================================================================= void() counter_use = { self.count = self.count - 1; if (self.count < 0) return; if (self.count != 0) { if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) { if (self.count >= 4) centerprint (activator, "There are more to go..."); else if (self.count == 3) centerprint (activator, "Only 3 more to go..."); else if (self.count == 2) centerprint (activator, "Only 2 more to go..."); else centerprint (activator, "Only 1 more to go..."); } return; } if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) centerprint(activator, "Sequence completed!"); self.enemy = activator; multi_trigger (); }; /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. */ void() trigger_counter = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.wait = -1; if (!self.count) self.count = 2; self.use = counter_use; }; /* ============================================================================== TELEPORT TRIGGERS ============================================================================== */ float PLAYER_ONLY = 1; float SILENT = 2; void() play_teleport = { local float v; local string tmpstr; v = random() * 5; if (v < 1) tmpstr = "misc/r_tele1.wav"; else if (v < 2) tmpstr = "misc/r_tele2.wav"; else if (v < 3) tmpstr = "misc/r_tele3.wav"; else if (v < 4) tmpstr = "misc/r_tele4.wav"; else tmpstr = "misc/r_tele5.wav"; sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); remove (self); }; void(vector org) spawn_tfog = { s = spawn (); s.origin = org; s.nextthink = time + 0.2; s.think = play_teleport; WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_TELEPORT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); }; void() tdeath_touch = { if (other == self.owner) return; // frag anyone who teleports in on top of an invincible player if (other.classname == "player") { if (other.invincible_finished > time) self.classname = "teledeath2"; if (self.owner.classname != "player") { // other monsters explode themselves T_Damage (self.owner, self, self, 50000); return; } } if (other.health) { T_Damage (other, self, self, 50000); } }; void(vector org, entity death_owner) spawn_tdeath = { local entity death; death = spawn(); death.classname = "teledeath"; death.movetype = MOVETYPE_NONE; death.solid = SOLID_TRIGGER; death.angles = '0 0 0'; setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); setorigin (death, org); death.touch = tdeath_touch; death.nextthink = time + 0.2; death.think = SUB_Remove; death.owner = death_owner; force_retouch = 2; // make sure even still objects get hit }; void() teleport_touch = { local entity t; local vector org; if (self.targetname != "") { if (self.nextthink < time) { return; // not fired yet } } if (self.spawnflags & PLAYER_ONLY) { if (other.classname != "player") return; } if (self.is_waiting == TRUE) // Supa, is this trigger waiting to be activated? return; if (self.is_waiting != -1) // Special case if (self.targetname != "") { if (self.nextthink < time) { return; // not fired yet } } // only teleport living creatures if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) return; SUB_UseTargets (); // put a tfog where the player was spawn_tfog (other.origin); t = find (world, targetname, self.target); if (!t) objerror ("couldn't find target"); // spawn a tfog flash in front of the destination makevectors (t.mangle); org = t.origin + 32 * v_forward; spawn_tfog (org); spawn_tdeath(t.origin, other); // move the player and lock him down for a little while if (!other.health) { other.origin = t.origin; other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); return; } setorigin (other, t.origin); other.angles = t.mangle; if (other.classname == "player") { other.fixangle = 1; // turn this way immediately other.teleport_time = time + 0.7; if (other.flags & FL_ONGROUND) other.flags = other.flags - FL_ONGROUND; other.velocity = v_forward * 300; } other.flags = other.flags - other.flags & FL_ONGROUND; }; /*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. */ void() info_teleport_destination = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; // this does nothing, just serves as a target spot self.mangle = self.angles; self.angles = '0 0 0'; self.model = ""; self.origin = self.origin + '0 0 27'; if (!self.targetname) objerror ("no targetname"); }; void() teleport_use = { if (self.is_waiting) // Supa, if this trigger is waiting to be activated we'll tell it to get ready! { self.is_waiting = -1; // Special case to tell teleport_touch to ignore the usual targetname->nextthink check return; // Must be used or triggered again to do anything } self.nextthink = time + 0.2; force_retouch = 2; // make sure even still objects get hit self.think = SUB_Null; }; /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. */ void() trigger_teleport = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; local vector o; InitTrigger (); self.touch = teleport_touch; // find the destination if (!self.target) objerror ("no target"); self.use = teleport_use; if (!(self.spawnflags & SILENT)) { precache_sound ("ambience/hum1.wav"); o = (self.mins + self.maxs)*0.5; ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC); } }; /* ============================================================================== trigger_setskill ============================================================================== */ void() trigger_skill_touch = { if (other.classname != "player") return; cvar_set ("skill", self.message); }; /*QUAKED trigger_setskill (.5 .5 .5) ? sets skill level to the value of "message". Only used on start map. */ void() trigger_setskill = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; InitTrigger (); self.touch = trigger_skill_touch; }; /* ============================================================================== ONLY REGISTERED TRIGGERS ============================================================================== */ void() trigger_onlyregistered_touch = { if (other.classname != "player") return; if (self.attack_finished > time) return; self.attack_finished = time + 2; if (cvar("registered")) { self.message = ""; SUB_UseTargets (); remove (self); } else { if (self.message != "") { centerprint (other, self.message); sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); } } }; /*QUAKED trigger_onlyregistered (.5 .5 .5) ? Only fires if playing the registered version, otherwise prints the message */ void() trigger_onlyregistered = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; precache_sound ("misc/talk.wav"); InitTrigger (); self.touch = trigger_onlyregistered_touch; }; //============================================================================ void() hurt_on = { self.solid = SOLID_TRIGGER; self.nextthink = -1; }; void() hurt_touch = { if (other.takedamage) { self.solid = SOLID_NOT; T_Damage (other, self, self, self.dmg); self.think = hurt_on; self.nextthink = time + 1; } return; }; /*QUAKED trigger_hurt (.5 .5 .5) ? Any object touching this will be hurt set dmg to damage amount defalt dmg = 5 */ void() trigger_hurt = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; InitTrigger (); self.touch = hurt_touch; if (!self.dmg) self.dmg = 5; }; //============================================================================ ////////////////////////////////////////////////////////////////////////////// // start dumptruck_ds additions ////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// float PUSH_ONCE = 1; float DT_STARTOFF = 8; // trigger will start off float DT_SILENT = 16; // push silently float DT_NOISE = 32; // use custom sound using noise key/value void() trigger_push_touch = { if (self.is_waiting) return; if (other.classname == "grenade") other.velocity = self.speed * self.movedir * 10; else if (other.health > 0) { other.velocity = self.speed * self.movedir * 10; if (other.classname == "player") if (!(self.spawnflags & DT_SILENT)) { if (other.fly_sound < time) if (!(self.spawnflags & DT_NOISE)) { other.fly_sound = time + 1.5; sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); } else { other.fly_sound = time + 1.5; sound (other, CHAN_AUTO, self.noise, 1, ATTN_NORM); } } } if (self.spawnflags & PUSH_ONCE) remove(self); }; // void() trigger_push_use = //dumptruck_ds // { // self.is_waiting = !self.is_waiting; // } /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE Pushes the player */ void() trigger_push = //dumptruck_ds { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; InitTrigger (); precache_sound ("ambience/windfly.wav"); // if (self.targetname) // { // digs 31.03.2012 // self.is_waiting = TRUE; // self.use = trigger_push_use; // } // else self.is_waiting = FALSE; self.touch = trigger_push_touch; if (!self.speed) self.speed = 1000; }; void() push_toggle = //dumptruck_ds based on hipnotic blocker_use { if ( !self.state ) { self.state = 1; setorigin( self, self.origin - '8000 8000 8000'); } else { self.state = 0; setorigin( self, self.origin + '8000 8000 8000'); } }; /*QUAKED trigger_push_custom (.5 .5 .5) ? PUSH_ONCE DT_STARTOFF DT_SILENT dumptruck_ds trigger_push_custom is a new entity. This can be used to create traps, jumppads, currents in water and more. If DT_STARTOFF flag is set, this moves the trigger brush out of the playable area. This can be targeted and toggled off and on. If the DT_SILENT flag is set it won't make the windfly sound. Use DT_CUSTOM spawnflag and the noise key/value to use a custom push sound. Custom sounds should be "one off" sounds NOT be looping. Adapted from Hipnotic's func_togglewall */ void() trigger_push_custom = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; InitTrigger(); self.use = push_toggle; self.touch = trigger_push_touch; if ( self.spawnflags & DT_STARTOFF ) { self.state = 0; setorigin( self, self.origin + '8000 8000 8000' ); } else { self.state = 1; } if ( self.noise != "" ) { precache_sound( self.noise ); } if (!self.speed) self.speed = 1000; }; //============================================================================ void() trigger_monsterjump_touch = { if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER ) return; // set XY even if not on ground, so the jump will clear lips other.velocity_x = self.movedir_x * self.speed; other.velocity_y = self.movedir_y * self.speed; if ( !(other.flags & FL_ONGROUND) ) return; other.flags = other.flags - FL_ONGROUND; other.velocity_z = self.height; }; /*QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards If DT_STARTOFF flag is set, this moves the trigger brush out of the playable area. This can be targeted and toggled off and on. */ void() trigger_monsterjump = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.use = push_toggle; if ( self.spawnflags & DT_STARTOFF ) // dumptruck_ds { self.state = 0; setorigin( self, self.origin + '8000 8000 8000' ); } else { self.state = 1; } if (!self.speed) self.speed = 200; if (!self.height) self.height = 200; if (self.angles == '0 0 0') self.angles = '0 360 0'; InitTrigger (); self.touch = trigger_monsterjump_touch; }; ////////////////////////////////////////////////////////////////////////////// // end dumptruck_ds additions ////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// //This is necros' trigger_void from Lost Chapters pack, modified by dumptruck_ds float MONSTER_SAFE = 1; float PLAYER_SAFE = 2; void() trigger_void_touch = { if (self.spawnflags & MONSTER_SAFE && other.flags & FL_MONSTER) return; //ignore monsters if (self.spawnflags & PLAYER_SAFE && other.flags & FL_CLIENT) return; // ignore players if (other.takedamage) { other.invincible_finished = 0; // kills even with Pentagram, this took forever to figure out!! -- dumptruck_ds T_Damage (other, self, self, other.health + 1000 /*, DTH_TRIGGER_VOID, 1, 1*/); if (other.flags & FL_MONSTER) remove(other); } if (other.classname == "gib" || other.classname == "grenade" || other.classname == "spike" || other.classname == "missile") remove(other); if (other.flags & FL_ITEM) remove(other); force_retouch = 2; }; /*QUAKED trigger_void (.5 .5 .5) ? Use this for a 'void' area. removes monsters, gibs, ammo, etc... also kills player. */ void() trigger_void = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; InitTrigger (); self.touch = trigger_void_touch; }; /*============================================================================== GIVE AND TAKE STUFF (WIP) This is Axe only at the moment. Need to research removing all weapons. ==============================================================================*/ void() take_weapon_use = //thanks to ShanJaq and Spike for their help on this. { if (!(other.flags & FL_CLIENT)) return; { multi_trigger(); other.items &= ~IT_SHOTGUN; other.currentammo = !other.ammo_shells; other.ammo_shells = !other.ammo_shells; other.items = other.items - ( other.items & IT_SHELLS); W_SetCurrentAmmo(); W_BestWeapon(); } /* if (self.spawnflags & 8) { multi_trigger(); other.items &= ~IT_SUPER_SHOTGUN; other.currentammo = !other.ammo_shells; other.ammo_shells = !other.ammo_shells; other.items = other.items - ( other.items & IT_SHELLS); W_SetCurrentAmmo(); W_BestWeapon(); } if (self.spawnflags & 16) { multi_trigger(); other.items &= ~IT_NAILGUN; other.currentammo = !other.ammo_nails; other.ammo_nails = !other.ammo_nails; other.items = other.items - ( other.items & IT_NAILS); W_SetCurrentAmmo(); W_BestWeapon(); } if (self.spawnflags & 32) { multi_trigger(); other.items &= ~IT_SUPER_NAILGUN; other.currentammo = !other.ammo_nails; other.ammo_nails = !other.ammo_nails; other.items = other.items - ( other.items & IT_NAILS); W_SetCurrentAmmo(); W_BestWeapon(); } if (self.spawnflags & 64) { multi_trigger(); other.items &= ~IT_GRENADE_LAUNCHER; other.currentammo = !other.ammo_rockets; // if (!self.keep_ammo) // { // other.ammo_rockets = !other.ammo_rockets; // other.items = other.items - ( other.items & IT_ROCKETS); // W_SetCurrentAmmo(); // } // else W_BestWeapon(); W_BestWeapon(); dprint ("best weapon 64\n"); } if (self.spawnflags & 128) { multi_trigger(); other.items &= ~IT_ROCKET_LAUNCHER; other.currentammo = !other.ammo_rockets; // if (!self.keep_ammo) // { // other.ammo_rockets = !other.ammo_rockets; // other.items = other.items - ( other.items & IT_ROCKETS); // W_SetCurrentAmmo(); // } // else W_BestWeapon(); W_BestWeapon(); dprint ("best weapon 128\n"); } if (self.spawnflags & 256) { multi_trigger(); other.items &= ~IT_LIGHTNING; other.currentammo = !other.ammo_cells; other.ammo_cells = !other.ammo_cells; other.items = other.items - ( other.items & IT_CELLS); W_SetCurrentAmmo(); W_BestWeapon(); } */ }; /*QUAKED trigger_take_weapon (.5 .5 .5) ? Removes shotgun upon touch. */ void() trigger_take_weapon = { if (SUB_Inhibit ()) // new spawnflags for all entities -- iw return; self.wait = -1; trigger_multiple(); self.touch = take_weapon_use; };