EntitiesMisc
console
 
Description
 
Solid class. Virtual console that enables extremely powerful and diversified interactive control of script threads by the player while inside the game. The main aspects of the console are: user input, console output and the action that results from the input of menu selections or console commands. Console menus reside in .mnu files and can include several levels of sub-menus. Consoles are fully customizabile and can provide an unlimited number of options or game element control and feedback. A totally new concept in 3D games which enables the designer to give the player an unprecedented level of control and interactivity within the game. Please refer to the scripting docs for more info on console commands and menu and layout commands.
 
Keys
 
consolename:
(required) con<consolename>. All console names must start with the letters "con". The script refers to this for input and output (ex: con_atm2).
virtualwidth:
virtual width of the console display's coordinate system (arbitrary units).
virtualheight:
virtual height of the console display's coordinate system (arbitrary units).
fraction:
(0.0 - 1.0) This is the fraction of the console you want the scrolling part to take up on the screen (1 is 100%).
rows:
number of rows for scrolling console.
cols:
number of columns for scrolling console.
scroll:
0:off / 1:on (if you want a scrolling console that takes user input).
menu:
0:off / 1:on (if you want a user controlled menu).
menufile:
name of file that contains the menu layout commands for this console.
key: name of item required to use console (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
alpha: translucency of entity in game. Values are from 0-1 (default: 1).

Spawnflags
 
1
NOUSE
Set this if you don't want the player to be able to "use" the console.
2
SCROLL
Shortcut for setting up the "scroll" mode (this is redundant with the scroll key/value).
4
MENU
Shortcut for setting up the "menu" mode (this is redundant with the menu key/value).
8
NOPVS
When sending console states over the net, don't use the PVS. IOW, all state changes for this console alway get sent over. !!!Warning!!!: this uses a lot of network bandwidth if you have multiple consoles that have this flag set and it could overflow the network buffer.

Notes

There is an important distinction between the console entity and console virtual display. If you want the menus and layout items (text and graphics) to be actually displayed in a map, you must do one of the following:

  • Set the 'console' surface flag on at least one of the console entity's brush faces. All the faces with this flag set will display the console layout. For best visual results, use a uniform color texture for the brush.
  • Alternately, you can create a separate brush, set the 'console' surface flag on at least one of this brush faces and set the 'group' field to the same name as the 'consolename' key/pair value you gave to your console entity (Ex: con_myconsole).
  • You can have both the console entity's brush face and the separate brush face set to display the same virtual console if you want. Both will display the same information and be updated at the same time.
  • You can have as many separate brushes as you want with "console brush faces". They don't have to be close to the console entity as such. The console display information will be updated on all the brush faces with the 'console' surface flag and 'group' field set to the name of that console.
  • The only requirements are that the "console brush faces" be visible in the map. IOW, not buried in a wall or any other part of the map. Any type of visible brush can be used: world (plain) brushes or brushes that are part of solid entities like doors or func_scriptobjects. This way, you can have console displays on stationary or moving brushes if you want.
Typical examples of consoles in Sin are the ATM machines at the beginning of the bank level or the security computer which unlocks the security doors. Examples of using a func_scriptobject's brush face to display the console are the rotating digital clock on the roof of the bank in Sin's Intro map and the maintenance robot in the Hardcorps Training Center.

For more details on how to make consoles for your maps, please read the Consoles tutorial in the SinEd tutorials section.


detail
 
Description
 
Solid class. Basically a detail brush entity. Used to fake detail brushes.
 
Keys
 
None

Spawnflags
 
None

Notes

The preferred method of making detail brushes in SinEd is to select the brush, go to the Edit menu selection and click on Make detail.


misc_medkit
 
Description
 
Solid class. Usable medkit entity. Restores player to full health when used.
 
Keys
 
alpha: translucency of entity in game. Values are from 0-1 (default: 1).

Spawnflags
 
None

Notes


misc_oxygen
 
Description
 
Solid class. Touching this entity will reset the player's drowning time.
 
Keys
 
target:
the entity this points will be triggered when this is touched.
killtarget:
the entity this points will be removed when this is touched.
message:
text string to print on the screen every time the entity is touched.
noise:
sound to play when "message" is printed. The "message" key must be set for sound to be heard (default none).
key: name of item required to activate this (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread:
name of thread to call when this is touched.
alpha: translucency of entity in game (if VISIBLE spawnflag is set). Values are from 0-1 (default: 1).

Spawnflags
 
1
VISIBLE
if set, this entity's brush will be visible.

Notes


misc_teleporter
 
Description
 
Solid class. Teleporter entity. Will teleport players, monsters and projectiles to the location of the targeted misc_teleporter_dest entity when touched.
 
Keys
 
target:
point this to the misc_teleporter_destination where the players will be teleported.
key: name of item required to activate this (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
gravityaxis: sets player's axis of gravity when teleported. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.
alpha: translucency of entity in game (if VISIBLE spawnflag is set). Values are from 0-1 (default: 1).

Spawnflags
 
1
VISIBLE
if set, the teleporter brush will be visible.
4
NOT_PLAYERS
if set, the teleporter does not teleport players.
8
NOT_MONSTERS
if set, the teleporter does not teleport monsters.
16
NOT_PROJECTILES
if set, the teleporter does not teleport projectiles (rockets, grenades, etc.).

Notes


misc_teleporter_dest
 
Description
 
Point class. Teleporter destination entity. The player, monster or projectile will teleport to the location of this entity from the corresponding misc_teleporter entity.
 
Keys
 
angle:
direction the player, monster or projectile will face when teleported to the location of this entity.
targetname:
match to the target key of the corresponding misc_teleporter entity.

Spawnflags
 
None

Notes


skeetlauncher
 
Description
 
Solid class. This is the skeetlauncher used in the Hardcorps Training Center. It is completely script controlled. It launches clay pigeons the player can shoot and makes a popping sound everytime a pigeon is launched. The clay pigeons dissapear after a period of time set in the script by the "setDuration" command or as soon as they touch a solid object whichever comes first.
 
Keys
 
targetname name used by script to control entity.
alpha:
sets the translucency of the entity (default 1.0).

Spawnflags
 
None

Notes

This entity can only be controlled through the use of specialized script commands. Here is a list of all the commands you can use to control the skeetlauncher during the course of the game.

To modify the direction (pitch, yaw and roll angles respectively) in which the clay pigeons will be launched, use the following script commands:

$launcher setXdir <pitch_angle>
$launcher setYdir <yaw_angle>
$launcher setZdir <roll_angle>


You can modify the angle variance of the launcher's aiming direction. The angle variance is a ±value added to the direction value. This is used to implement a controlled degree of innacuracy to the launching angle of the pigeons. For this, use the following commands:

$launcher setXvar <pitch_angle_variance>
$launcher setYvar <yaw_angle_variance>
$launcher setZvar <roll_angle_variance>


To set the speed and speed variance of the launched pigeons, use the command:

$launcher setSpeed <value>
$launcher setSpeedVar <±speed_value>


To set the amount of time in seconds before the launched pigeons disappear, use the command:

$launcher setDuration <value>

You can set the gravity pull exerted on launched pigeons: 0 is no gravity, 1 is normal gravity and values above 1 set a gravity higher than normal. For this, use the command:

$launcher setGravity <value>

To launch a clay pigeon, use the command:

$launcher launch


worldspawn
 
Description
 
Solid class. World geometry entity.
 
Keys
 
surfacefile:
name of surface file used in SinEd.
sky:
environment map name in the base/env folder. This must be set to the first letters common to the names of all 6 TGA files which make up the environment map (default sky_).
skyaxis:
rotation axis toggle for rotating sky. Set one or several of the 3 possible axes of rotation - X Y Z. For example, if you want the sky to rotate along the X and Z axes, set this to "1 0 1" (default 0 0 0).
skyrotate:
speed of rotation of sky in degrees/second. The sky will rotate along each of the axes set in "skyaxis" at the specified speed. If this is set, make sure at least one of the axes of rotation is set in "skyaxis" otherwise the sky will produce a Hall-Of-Mirrors effect (default 0).
cdtrack:
music CD track number. The Sin CD has no audio tracks but if a music CD is present in your drive while you play the map, the track number will be played (default 0).
soundtrack:
name of .mus music configuration file to use for map. Music files are in the base/music folder and the file extension must be omitted (default none).
gravity:
gravity of the level. Lower values produce lower gravity (default 800 - normal).
message:
text to print on game console at user logon. This will be the map's title name used in the savegame and loadgame menus (default is the map's filename) and the mission console.
skipthread:
thread that is called to skip this level if it's defined as a cinematic level (CINEMATIC spawnflag set or 'cinematic' command in script). When the player hits either the use, jump or fire key during the cinematic, the thread will be called.
script:
name of script file to use for this map. If set, the file name and extension must be specified. If not set, the map will try to load a script by the same name as the map filename with an .scr extension by default.
watercolor:
specifies the player's view blend color while in water (default 0 0 1).
wateralpha:
specifies the translucency of the player's view blend while in water. Values are from 0 to 1 - 0 is 100% clear, 1 is 100% opaque (default 0.1).
lavacolor:
specifies the player's view blend color while in lava (default 1.0 0.3 0).
lavaalpha:
specifies the translucency of the player's view blend while in lava. Values are from 0 to 1 - 0 is 100% clear, 1 is 100% opaque (default 0.6).
lightcolor:
specifies the player's view blend color while in slime (default 1 1 1).
lightalpha:
specifies the translucency of the player's view blend while in slime. Values are from 0 to 1 - 0 is 100% clear, 1 is 100% opaque (default 0.5).

Spawnflags
 
1
CINEMATIC
if set, the level is a cinematic level.

Notes