idTrigger_TakeDamage
A shootable trigger activatable with most slayer weapons.
Generic crosshair-shaped shootable trigger.
entity {
entityDef example_shootable {
inherit = "func/shootable";
class = "idTrigger_TakeDamage";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
renderModelInfo = {
model = "art/kit/gameplay/breakable_glow_b.lwo";
scale = {
x = 0.528155386;
y = 0.528155386;
z = 0.528155386;
}
}
clipModelInfo = {
type = "CLIPMODEL_BOX";
size = {
x = 3.5;
y = 2;
z = 3.5;
}
offset = {
z = -0.899999976;
}
}
wait = 0;
triggerOnce = true;
triggerForAllClients = true;
playerCanActivate = false;
deadAiCanActivate = false;
allowZeroDamage = true;
soundActivated = "play_shootable_activate";
soundReady = "play_shootable_reset";
fxDecl = "gameplay/shootable";
weaponDamageType = "PLAYER_WEAPON_SHOTGUN_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_MASTERY_ PLAYER_WEAPON_SHOTGUN_STICKY_BOMB_ PLAYER_WEAPON_DOUBLE_BARRELED_SHOTGUN_ PLAYER_WEAPON_PLASMA_ PLAYER_WEAPON_PLASMA_HEATWAVE_ PLAYER_WEAPON_PLASMA_SUPERCHARGE_ PLAYER_WEAPON_PLASMA_ICE_BOMB_ PLAYER_WEAPON_HAR_ PLAYER_WEAPON_HAR_SCOPE_ PLAYER_WEAPON_HAR_MICROMISSLE_ PLAYER_WEAPON_ROCKETLAUNCHER_ PLAYER_WEAPON_ROCKETLAUNCHER_DETONATE_ PLAYER_WEAPON_ROCKETLAUNCHER_LOCKON_ PLAYER_WEAPON_BALLISTA_ PLAYER_WEAPON_BALLISTA_ARBALEST_ PLAYER_WEAPON_BALLISTA_DESTROYER_ PLAYER_WEAPON_CHAINGUN_ PLAYER_WEAPON_CHAINGUN_TURRET_ PLAYER_WEAPON_CHAINGUN_GATLING_ PLAYER_WEAPON_MEAT_HOOK_NAPALM_ PLAYER_WEAPON_BFG_ PLAYER_WEAPON_FRAG_ PLAYER_WEAPON_FRAG_GRENADE_ PLAYER_WEAPON_FRAG_GRENADE_CLUSTER_ PLAYER_WEAPON_FLAME_BELCH_ PLAYER_WEAPON_FLAME_BELCH_NAPALM_ PLAYER_WEAPON_PISTOL_ PLAYER_WEAPON_PISTOL_HAND_CANNON_ PLAYER_WEAPON_UNMAYKR_ PLAYER_WEAPON_MICROWAVE_MOD_";
spawnPosition = {
x = 69.040596;
y = 231.581207;
z = -79.0406036;
}
spawnOrientation = {
mat = {
mat[0] = {
x = 0;
y = 0;
z = 0;
}
mat[1] = {
x = 0;
y = 0;
z = 0;
}
mat[2] = {
x = 0;
y = 0;
z = 0;
}
}
}
targets = {
num = 1;
item[0] = "some_movable_gate";
}
dormancy = {
allowDormancy = false;
allowPvsDormancy = false;
}
keepAfterTriggerOnce = true;
}
}
}
Cultist-themed shootable.
entity {
entityDef example_cultist_base_shootable {
inherit = "func/shootable";
class = "idTrigger_TakeDamage";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
renderModelInfo = {
model = "art/kit/cultist/prop/shootable_a.lwo";
color = {
r = 0.282353014;
b = 0;
}
colorScale = 3;
emissiveColor = {
r = 0.282353014;
b = 0;
}
emissiveScale = 2;
}
clipModelInfo = {
type = "CLIPMODEL_BOX";
size = {
x = 2.75;
y = 1;
z = 2.75;
}
offset = {
z = -1.35000002;
}
}
wait = 4;
triggerOnce = true;
triggerForAllClients = true;
playerCanActivate = false;
deadAiCanActivate = false;
allowZeroDamage = true;
soundActivated = "play_shootable_activate";
soundReady = "play_shootable_reset";
fxDecl = "gameplay/shootable";
weaponDamageType = "PLAYER_WEAPON_SHOTGUN_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_MASTERY_ PLAYER_WEAPON_SHOTGUN_STICKY_BOMB_ PLAYER_WEAPON_DOUBLE_BARRELED_SHOTGUN_ PLAYER_WEAPON_PLASMA_ PLAYER_WEAPON_PLASMA_HEATWAVE_ PLAYER_WEAPON_PLASMA_SUPERCHARGE_ PLAYER_WEAPON_PLASMA_ICE_BOMB_ PLAYER_WEAPON_HAR_ PLAYER_WEAPON_HAR_SCOPE_ PLAYER_WEAPON_HAR_MICROMISSLE_ PLAYER_WEAPON_ROCKETLAUNCHER_ PLAYER_WEAPON_ROCKETLAUNCHER_DETONATE_ PLAYER_WEAPON_ROCKETLAUNCHER_LOCKON_ PLAYER_WEAPON_BALLISTA_ PLAYER_WEAPON_BALLISTA_ARBALEST_ PLAYER_WEAPON_BALLISTA_DESTROYER_ PLAYER_WEAPON_CHAINGUN_ PLAYER_WEAPON_CHAINGUN_TURRET_ PLAYER_WEAPON_CHAINGUN_GATLING_ PLAYER_WEAPON_MEAT_HOOK_NAPALM_ PLAYER_WEAPON_BFG_ PLAYER_WEAPON_FRAG_ PLAYER_WEAPON_FRAG_GRENADE_ PLAYER_WEAPON_FRAG_GRENADE_CLUSTER_ PLAYER_WEAPON_FLAME_BELCH_ PLAYER_WEAPON_FLAME_BELCH_NAPALM_ PLAYER_WEAPON_PISTOL_ PLAYER_WEAPON_PISTOL_HAND_CANNON_ PLAYER_WEAPON_UNMAYKR_ PLAYER_WEAPON_MICROWAVE_MOD_";
spawnPosition = {
y = 1;
y = 146.950027;
z = 6.25000095;
}
spawnOrientation = {
mat = {
mat[0] = {
x = 0;
y = 0;
z = 0;
}
mat[1] = {
x = 0;
y = 0;
z = 0;
}
mat[2] = {
x = 0;
y = 0;
z = 0;
}
}
}
targets = {
num = 1;
item[0] = "example_relay";
}
keepAfterTriggerOnce = true;
}
}
}