Nuclide
Software Development Kit for id Tech
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Server-Entity: Triggers Level Changes. More...
Public Member Functions | |
void | trigger_changelevel (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 | RestoreComplete (void) |
Called when the entity has been successfully restored from a savegame file. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | Change (void) |
virtual void | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual int | IsInside (entity, entity) |
Server-Entity: Triggers Level Changes.
QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION TRIGGER_ONLY
A trigger volume that initiates a level change, from one map to the next. It can be used in combination with info_landmark and trigger_transition to define a shared point and a transition area for entities respectively.
When a landmark
is specified, you will have to position two info_landmark entities across your two levels with the same name. They'll mark a translation point for the coordinates in your levels.
If you have set a landmark, you might also want to restrict the area in which entities get carried across to the next level. This is accomplished by placing a trigger_transition volume with the same name as the specified landmark
.
If you do not make use of the trigger_transition entity, it will carry over all of the entities that are in the same PVS (room and attached hallways) of the info_landmark.
The PVS-culling method can prove difficult to work with. Developers have been spotted using 'killtarget' on entities before level transitions take place to manually filter through them (Half-Life's c1a0e - c1a0c).
This entity was introduced in Quake (1996).
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
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virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSBrushTrigger.
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 NSEntity.
Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
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 NSEntity.
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSEntity.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.