This page covers the various additions and enhancements from Mapbase.
Filters
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Added the following Mapbase filters:
filter_activator_context
filter_activator_involume
filter_activator_keyfield
filter_activator_model
filter_activator_surfacedata
Logic Entities
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Added the following logic entities from Mapbase:
point_camera_ortho
math_vector
math_mod
math_lightpattern
math_generate
math_counter_advanced
math_clamp
math_bits
logic_sequence
logic_keyfield
logic_format
logic_entity_position
logic_datadesc_accessor
logic_convar
logic_context_accessor
logic_console
game_globalvars
Descriptions of these can be found on Mapbase’s entity list.
Skyboxes
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New features for sky_camera
, including multiple sky_camera
’s.
Also skybox_swapper
for swapping the 2D skybox texture without having to reload the map.
...
Generic Bomb
Keyvalues
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Explosion Damage (damage<float>)
Amount of damage to do when exploding. The default value is 50.
Explosion Radius (radius<float>)
Explosion radius. The default value is 100.
Health (health<integer>)
Health of the bomb. The default value is 1.
Explosion Sound (sound<sound>)
Name of the sound effect to play when exploding.
input Detonate(void)
Force detonation.
Output
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OnDetonate(void)
Fired when this bomb detonates.
...
This entity can be used to give the player ammo.
Keyvalues
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Reset Time (ResetTime<float>)
The amount of time in seconds before a weapon can be picked up again. If this value is negative, then the spawner will only give a weapon once.
Ammo Name (AmmoName<string>)
Name of the ammo type to give the player. Must be one of the names listed on Ammo System.
Pickup Ammo (PickupAmmo<integer>)
...
This entity gives the player the damage boost effect in defrag.
Keyvalues
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Reset Time (ResetTime<float>)
The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once.
Damage Boost Time (DamageBoostTime<float>)
The amount of time in seconds for the damage boost effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0.
...
This entity gives the player the haste effect in defrag.
Keyvalues
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Reset Time (ResetTime<float>)
The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once.
Haste Time (HasteTime<float>)
The amount of time in seconds for the haste effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0.
...
This entity can be used to give the player a weapon and ammo for that weapon.
Keyvalues
#
Reset Time (ResetTime<float>)
The amount of time in seconds before a weapon can be picked up again. If this value is negative, then the spawner will only give a weapon once.
Weapon Name (WeaponName<string>)
Name of the weapon to give the player. Must be one of the names listed on Weapon System.
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