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- Jul 7, 2011
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I have some requests for mapper toys and I'm hoping some of them can be implemented one day.
This thread was originally gonna be about a single request (which I'll start with) but some other things came to mind.
Spawning a monster only after a certain entity is triggered (say, a key is picked up): Easy!
Spawning a monster during a certain time of day: Easy!
Spawning a monster during a certain time of day, but only after a certain entity is triggered: I can't think of a way to do this...
However, this would be easy if ms_monsterspawn (and msarea_monsterspawn, for those who still use that) had a master keyvalue. The event mstime_XX gets triggered every time it's XX hours, but the monster spawn entity (which would also be named mstime_XX) would only activate if its corresponding multisource has been triggered first. Can this be done?
The other requests (in order of importance, as far as I'm concerned):
Edit: Come to think of it, for a particular chain of entities I really need trigger_relay to have a master keyvalue as well. Could you please look into this, if you have time?
This thread was originally gonna be about a single request (which I'll start with) but some other things came to mind.
Spawning a monster only after a certain entity is triggered (say, a key is picked up): Easy!
Spawning a monster during a certain time of day: Easy!
Spawning a monster during a certain time of day, but only after a certain entity is triggered: I can't think of a way to do this...
However, this would be easy if ms_monsterspawn (and msarea_monsterspawn, for those who still use that) had a master keyvalue. The event mstime_XX gets triggered every time it's XX hours, but the monster spawn entity (which would also be named mstime_XX) would only activate if its corresponding multisource has been triggered first. Can this be done?
The other requests (in order of importance, as far as I'm concerned):
- trigger_hurt to recognize Mana as damagetype (for damage or regeneration).
- func_breakable ability to directly spawn an item.
- func_playerclip... should be self-explanatory but I'm not sure if this can be achieved easily.
- other/sfx_orbiting_light custom colour, radius and angular velocity settings.
- Edana clock hands (edana/clock_hourhand and edana/clock_minutehand) to be in sync with in-game time... They start in sync but don't stay like that for long. Come to think of it, this is more of a fix request rather than a new request.
- triggers/trigger_cannon to be usable multiple times (the entity doesn't respond anymore after a single cannon ball has been shot through).
- acid_immune and magic_immune params (just like fire_immune).
- More damage types for weather/vapors other than fire, cold and poison.
Edit: Come to think of it, for a particular chain of entities I really need trigger_relay to have a master keyvalue as well. Could you please look into this, if you have time?