Advanced Search
Search Results
5 total results found
idTarget_Timer
When activated, displays a countdown on the player's HUD. idTarget_Timer entity { entityDef example_countdown { class = "idTarget_Timer"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling...
DevInvLoadout Fundamentals
The devinvloadout decls dictate the slayer's starting inventory when the player loads a map, but does not load an existing save file. Scenarios where this occurs include: Creating a new save file. Joining an online match. playing through the tutorial. ...
idTrigger_Bounce & idInfo_BounceDestination
Entities that propel a player to a target destination. A bounce pad consists of either three or four entities: A trigger that actually launches the player. A destination for the trigger to target. A particle emitter. Dynamic entities to render the pad o...
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; poo...
idTrigger_Push
An entity that moves players inside of it. entity { entityDef game_trigger_push_1 { class = "idTrigger_Push"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = ...