Map Entities
Applicable to All
These properties are valid for all
entities.
Properties |
. |
notreversed |
If
this is 1 the entity will not be spawned while the track is in
reverse mode. |
notforward |
If this is 1 the entity
will not be spawned while racing the track in the normal direction. |
onlytracklength |
A list of values specifying in which track lengths the entity will
be spawned. Possible values, 0, 1 or 2. (0 = short, 1 = medium, 2 = long).
For example, value can be 1 if you want it to only spawn in medium,
or 02 for short and long, or 12 for medium and long etc. |
Worldspawn
reversable
0 means track can only be raced in one direction. 1 means it can be
raced in the either direction.
reflectionImage
Quake III Rally supports per-level reflection shaders. The cars
reflection image should point to \textures\reflect\reflect.jpg. To
specify a reflection image for a level you put a key and value in the
worldspawn called "reflectionImage" and the value is the reflection
image like "\textures\reflect\chrometest2.jpg".
The reflection images must be 64x64 or
less JPGs, TGAs wont work. They must also be less than 20k. If there is
no reflectionImagekey in the worldspawn it will default to
"\textures\reflect\chrometest2.jpg".
Race Entities
rally_startfinish
Brush Trigger
Properties |
. |
laps |
The
default number of laps. |
origin |
Position
of the player when they respawn. |
angle |
Angle
of the player when they respawn after death. |
bezierPos |
Position of the bezier point corresponding to the start\finish line. |
bezierDir |
Position of the bezier handle corresponding to the start\finish line. |
rally_checkpoint
Brush trigger
Properties |
. |
number |
Checkpoint number. |
origin |
Position
of the player when they respawn. |
angle |
Angle
of the player when they respawn after death. |
bezierPos |
Position of the bezier point corresponding to the checkpoint line. |
bezierDir |
Position of the bezier handle corresponding to the checkpoint line. |
rally_sun
Used for reference origin for doing lens flares. Not currently
implemented.
info_observer_spot
Used for reference origin to watch the race in spectator mode. More
than one can be put in the level. The closest one to the currently
focused player will be chosen. Gives that true TV racing feel.
Properties |
. |
target |
Same as targetname of
info_notnull or other entity that the camera points at (creates a fix
angle camera). |
spawnflags |
0 -
Default, non-zooming camera
1 - Zooming camera |
info_player_deathmatch
Used to spawn a player during non-race games.
info_player_start
Used to spawn players at the beginning of a race.
Races must use the info_player_starts for
their race starting positions otherwise the car placement will be
random. This was done to allow for race maps to be used for deathmatch
games as well without using the spawns for the race.
Properties |
. |
number |
Starting grid position. Not required but then players will be placed
randomly. |
rally_weather_rain
A brush entity, rain falls inside the brush.
Properties |
. |
number |
The
number of particles to draw, usually from 200-500. |
spawnflags |
1 means disable splashes
when the rain hits the ground. |
rally_weather_snow
A brush entity , snow falls inside the brush.
Properties |
. |
number |
The
number of particles to draw, usually from 200-500. |
Armor
item_armor_green
+25 to armor
item_armor_yellow
+50 to armor
item_armor_red
+100 to armor
Items/ Power-ups
rally_item_shield
When you pick up this icon, any
incoming weapons damage is effectively halved for the duration of the
charge.
rally_item_turbo
When you pick up a turbo icon, your vehicle becomes the fastest
thing on the level. This is one of the few items that can be used when
you want, rather than the effect starting as soon as you drive over it.
However, Turbo Pickups cannot combine their effects with turbo pads (if
present on the level). You can only have one turbo at a time.
rally_item_haste
This will supercharge your weapons rate of fire (ROF) for the
duration of the timer.
rally_item_regen
When you grab the Regeneration, your health will gradually increase
until it reaches 200 or the effect times out.
rally_item_invis
This cloaks anyone who picks it up for the duration of the charge.
However, firing your weapon will still cause muzzle flash and in CTF
mode, when you have the flag, your aura will still glow, indicating your
position.
rally_item_env
This power up protects you from all environmentally caused damage,
such as fire or bio spills. It will also negate the effects of skidding
caused by oil slicks, but will not protect you from weapon based damage.
It will also protect you from falling damage, except in cases where you
fall into the void or deathfog.
Rear Fire Weapons
rally_weapon_bio
Leave a trail of toxic mess that eats through armor like a knife
through a scared, large breasted girl in a crappy horror flick. It also
causes your pursuers to slow down a good deal, adding insult to injury.
rally_weapon_flame
Remember the effect in back to the future when the DeLorean went 88
MPH? Well, now you can do that same thing with the flame trail weapon,
except you can't do the traveling through time part...
rally_weapon_mine
If you are being followed and the finish line is coming up fast,
what better way to get rid of that tail then rolling a bunch of
explosives at them?
rally_weapon_oil
The tried and true James Bond gadget we all know and love. But for
added bonus, why not set it on fire and watch them burn while they play
slip and slide.
rally_weapon_smoke
Smoke 'em if you got 'em. Smoke 'em off a cliff, into a pit, or a
pool of toxic sludge.
Scripted Objects
Scripted objects replace all
previous road side objects (cones, barriers etc) with a generic entity
which gives you much more control. An example map with lots of scripted
objects as well as some script files is included with the SDK.
rally_scripted_object
Properties |
. |
script |
The
path and filename relative to the SDK directory. |
|