Editing Entity Modules

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
Gives entities extra functionalities. To add a module, insert $modules <module> keyvalue to the selected entity. You can add multiple modules separated by comma, . Module inputs, outputs and keyvalues are added to the entity
== rotator ==
== rotator ==
Rotates itself in order to face a specified entity
Rotates itself in order to face a specified entity
Line 6: Line 4:
=== Inputs ===
=== Inputs ===


* $RotateTowards <string>
* RotateTowards <string>
** Start rotating towards the specified entity
** Start rotating towards the specified entity
* $StopRotateTowards
* StopRotateTowards
** Stop rotating
** Stop rotating


=== Keyvalues ===
=== Keyvalues ===


* $lookat <string> (Default: eyes)
* lookat <string> (Default: eyes)
** Decides at what part of the target the entity should look exactly. Possible values: eyes, origin, center, aim (at what the target is looking at)
** Decides at what part of the target the entity should look exactly. Possible values: eyes, origin, center, aim (at what the target is looking at)
* $projectilespeed <number> (Default: 0)
* projectilespeed <number> (Default: 0)
** The speed of the projectile that would be fired from rotator position. This allows the rotator to lead its aim
** The speed of the projectile that would be fired from rotator position. This allows the rotator to lead its aim
* $aimoffset <number> (Default: 0)
* aimoffset <number> (Default: 0)
** Account for gravity by adjusting the rotator by this many degrees for every unit away from the target
** Account for gravity by adjusting the rotator by this many degrees for every unit away from the target
* $velocitymode <1/0> (Default: 0)
* velocitymode <1/0> (Default: 0)
** Set angular velocity instead of setting angles directly. Only works on some entities
** Set angular velocity instead of setting angles directly. Only works on some entities
* $rotationspeedx <number> (Default: 0)
* rotationspeedx <number> (Default: 0)
** Rotation speed in x (pitch, up/down) axis
** Rotation speed in x (pitch, up/down) axis
* $rotationspeedy <number> (Default: 0)
* rotationspeedy <number> (Default: 0)
** Rotation speed in y (yaw, left/right) axis
** Rotation speed in y (yaw, left/right) axis
* $rotationlimitx <number> (Default: 0)
* rotationlimitx <number> (Default: 0)
** If set to value other than 0, the rotator cannot rotate above this angle in x axis (pitch, up/down)
** If set to value other than 0, the rotator cannot rotate above this angle in x axis (pitch, up/down)
* $rotationlimity <number> (Default: 0
* rotationlimity <number> (Default: 0
** If set to value other than 0, the rotator cannot rotate above this angle in y axis (yaw, left/right)
** If set to value other than 0, the rotator cannot rotate above this angle in y axis (yaw, left/right)


== fakeparent ==
== fakeparent ==
Follows another entity, similar to setting parent entity, but can be used to workaround issues regarding parented entities.
=== Keyvalues ===
* $bone <string>
** Follow the specified bone of the parent instead of origin
* $attachment <string>
** Follow the specified attachment of the parent instead of origin
* $positiononly <1/0>
** Only follow the position of the parent, do not rotate
* $rotationonly <1/0>
** Only follow the rotation of the parent, do not move
* $fakeparentoffset <vector>
** Offset from the parent
* $fakeparentrotation <angles>
** Rotation offset from the parent
=== Inputs ===
* $SetFakeParent <string>
** Set the specified entity as fake parent
* $ClearFakeParent
** Stop following entity
=== Outputs ===
* $OnFakeParentKilled
** Fired when the parent entity is killed
== aimfollow ==
Follows the aim of an another entity, the position of the entity is constantly updated to where the aim entity is looking at
=== Keyvalues ===
* $rotationfollow <1/0>
** Rotate the entity to match the aim entity aim angles as well
=== Inputs ===
* $SetAimFollow <string>
**Follow the aim of the specified entity
== forwardvelocity ==
Sets a constant entity forward velocity
=== Keyvalues ===
* $forwardspeed <number>
** Forward entity speed
* $directmode <1/0>
** Move the entity in forward direction directly instead of setting velocity, this will work on any entity but will ignore solid objects
[[Category:Misc Additions]]
Please note that all contributions to SigMod are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see SigMod:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)