Merge pull request #5 from BClark09/master

2 commits relating to trigger_bossclass and the .FGD
This commit is contained in:
William Moodhe / JetBoom 2014-10-31 13:03:32 -04:00
commit e9bd9ce748
2 changed files with 7 additions and 0 deletions

View file

@ -15,6 +15,8 @@ function ENT:AcceptInput(name, activator, caller, args)
name = string.lower(name)
if string.sub(name, 1, 2) == "on" then
self:FireOutput(name, activator, caller, args)
elseif name == "spawnboss" then
GAMEMODE:SpawnBossZombie(false, self.Silent)
elseif name == "seton" then
self.On = tonumber(args) == 1
return true

View file

@ -197,6 +197,7 @@
input seton(integer) : "Set Enabled keyvalue. <boolean>"
input setsilent(integer) : "Set Silent keyvalue. <boolean>"
input setinstantchange(integer) : "Set Change Instantly keyvalue. <boolean>"
input spawnboss(void) : "Spawns the boss using the zombie with the highest score"
// Outputs
output OnBossTouched(void) : "Set when a boss starts touching the brush. Is not fired when a zombie becomes a boss in this volume."
]
@ -413,6 +414,10 @@
]
amount(integer) : "Amount" : 0 : "Amount of ammo that collecting this item gives"
]
@PointClass studio("models/weapons/w_irifle.mdl") base(Targetname, Angles) = prop_weapon : "ZS: Game Specific Weapon."
[
weapontype(string) : "weapon_type" : "weapon_zs_m4" : "Weapon type this entity becomes"
]
@PointClass base(Targetname) sphere( range ) = point_worldhint : "ZS: Allows you to create 3D hints and information tags."
[