Nuclide
Software Development Kit for id Tech
env_message Class Reference

Server-Entity: Displays Titles.txt Messages. More...

Inheritance diagram for env_message:
NSPointTrigger

Public Member Functions

void env_message (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
nonvirtual void Play (entity, triggermode_t)
 

Detailed Description

Server-Entity: Displays Titles.txt Messages.

QUAKED env_message (1 .5 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS

OVERVIEW

Displays a basic message or titles.txt entry.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "message" : Message to send to players
  • "messagesound" : PCM sample to play when triggered. Leave empty if desired.
  • "messagevolume" : PCM sample volume. Only relevant when "messagesound" is set.
  • "messageattenuation" : PCM sample attenuation. Ditto.

SPAWNFLAGS

  • EMF_ONCE (1) : Removes itself after being triggered once.
  • EMF_ALLPLAYERS (2) : Send the message to all clients instead of only the activator.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_message()

void env_message::env_message ( void  )

Member Function Documentation

◆ Play()

void env_message::Play ( entity  act,
triggermode_t  state 
)

◆ Respawn()

void env_message::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void env_message::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSPointTrigger.

◆ Save()

void env_message::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSPointTrigger.

◆ SpawnKey()

void env_message::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.


The documentation for this class was generated from the following file: