Skip to content

4LT/qc-conduit

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Conduit

Based on Shpuld's Cleaned up Quake id1 v1.01 QuakeC source

Conduit is a Quake mod that allows entities to transfer values between eachother.

General Changes

The behavior of SUB_UseTargets has been modified such that a firing entity writes its io_send field to the targeted entity's io_received field.

Any previously existing entity (with the exception of trigger_relay) can have its io_send field initialized, such that it will be sent when it calls its targets.

Entities

monsters

Monsters wake up together if they share the same squad name.

ai_bullseye

Causes targetted monsters to fire at it.

ai_monitor

Fires its target when a monster that shares the same squad name wakes up.

info_player_coop2

Analagous to info_player_start2 but for co-op spawns. If a map has both an info_player_start2 and at least 1 info_player_coop entity, it should have as many info_player_coop2 entities.

trigger_relay

trigger_relay has been modified to transfer its received value to its send field. This has the effect of relaying its received value to its target entity.

For default trigger_relay behavior, see math_var below.

trigger_setskill

trigger_setskill has been updated to allow being targeted if given a targetname. It can also be set to use its received value as the skill level, and it will send the skill value to its targets.

trigger_repeat

This entity repeats firing its targeted entity count times; that is, it is fired count + 1 times in total when triggered. The entity will send its current value starting from 0 and ending with count. The initial firing occurs delay seconds after triggered, while the interval between subsequent firings is wait seconds.

trigger_init

Fires on map load. Can be set to send its provided io_send field or the current skill level.

trigger_mosey

Cause monsters in its volume to continue to the next path_corner if waiting.

trigger_toggle

Holds a value of 0 or 1, and assigns itself the opposite and sends that value to its target. Can be initializd with io_send.

trigger_once, trigger_multiple, trigger_secret

Added spawnflag "Latent" (4). Latent triggers are inactive until another entity targets them.

dbg_io

This entity center-prints its received value. A prefix can be provided using the message field; it defaults to "Received:".

func_door

Augmented to only open if receiving a positive input, only close if receiving a negative input, and behaving as it would in vanilla with an input of 0. E.g. a toggleable door in the open position will only close if receiving a value of 0 or lower.

Set squad name to explicitly specify what group a linked door belongs to.

math_adder

This entity stores a value which other entities can add to via received value. The value can be bounded between a lower bound (waitmin) and upper bound (waitmax) as well as being directed to fire only when the value changes, or hits a boundary. When it is fired, it will send its value to the targeted entity.

math_compare

This entity compares its received value against its io_arg2 field. The comparison can be greater than, less than, equal, etc. If the comparison evaluates to true, it fires its targeted entity. Like the vanilla entities, the io_send field can be set to provide a value to send to targeted entities.

math_global

Load/store a global variable that transitions between maps. Variable must be an integer in the approx. range of +/-500,000 (19 bits + sign bit). Set mode with style.

Modes:

  • Query. Send global to targets.

  • Store. Received value is stored to the global.

  • Adder. Global is increased by received value.

math_op

This entity evaluates a unary operation on its received value, or a binary operation on its received value and its io_arg2 field. Then the entity will send the result of the evaluation. Unless "Propagate non-reals*" is checked, if an error occurs during evaluation it will not fire.

* Non-reals are any value encoding infinity, -infinity, or NaN (not-a-number). These are usually caused by division by zero.

misc_explobox / misc_explobox2

Now targets entities when killed. Can be jumped on.

monster_spawner

Spawns monsters at its location. Set think to the classname of the monster to spawn and trigger up to count times to spawn monsters. Can be given an initial velocity with speed and height (matching behavior of trigger_monsterjump).

path_corner

Added spawnflag "Run to" (1) which causes monsters to run to the waypoint instead of walking. Set a wait >0 to cause the monster to wait at the corner for that number of seconds, or <0 to wait until awoken or forced from its paused state.

control_vis

Instead of firing its target, this entity sets its target's opacity to the received value. A flag can be set to determine whether or not to disable solidity when the targeted entity's opacity is effectively 0 (only works on func_wall).

control_var

This entity sets its target's io_send value to the received value. WARNING: Will cause unstable behavior if targeting trigger_repeater or math_adder since both rely on maintaining the state of their io_send fields. If the targeting trigger_relay, math_op, or func_slider it has no effect.

control_operand

Sets the 2nd operand of a math_op or math_compare to its received value.

control_frame

Sets the target's frame value to the received value.

control_animate

Controls target's animation. Animates between frames waitmin and waitmax, pausing on each frame for wait seconds. If the starting frame is greater than the end frame, the animation plays in reverse. When triggered, a received value of 0 toggles the animation on/off, a positive value starts the animation playing, and a negative value stops the animation.

func_slider

This entity moves to arbitrary positions along a linear path. You can set a reference point to move to via the target field. BE SURE one of the brushes this entity is composed of is textured with "origin", otherwise the world's origin will be used as a reference point. When triggered, the received value indicates where the brush will move to -- 1 will cause it to move to its target, 0 will cause it to move to its initial position, 0.5 will cause it to move to a point half-way between, etc. Negative values and values greater than 1 are also valid. Damage behavior can be set to "Grow" (damage grows quadratically), "Constant" (damage remains the same) or "Crush" (damage is applied every frame to kill its blocker quickly). The entity can also be set to be non-solid (useful for indicators that aren't meant to obstruct the player or monsters). When a func_slider stops at a destination, it will send its current received value.

func_meter

Non-solid indicator that rotates about its origin (use an origin-textured brush). This entity can be configured to move between a start (angles) and end (mangle) position. It moves to a position relative to its received value.

fx_model_toggle

A toggleable model/sprite. Specify a primary model with model and/or a secondary model with map. If targeted and the received value is 0, the models will be swapped. If the received value is negative, the model will be set to its primary model. If the received value is positive, the model will be set to its secondary model.

weapons

Weapons picked up for the first time in co-op will now fire their targets.

Nightmare Skill Changes

Monsters no longer become turrets.

Ogres fire in bursts of 2 shots.

Vore balls move at same speed as they do in easier difficulties when near their enemy, but are harder to lose while the vore is alive.

Enforcers fire in bursts of 3 instead of 2.

Misc. Improvements

Grenades getting "stuck" on slopes leading downwards have been fixed. (Thanks, Spike!)

Grenades now deal a minimum of 100 damage to targets they hit, which guarantees that two direct hits will down an ogre.

Changelevel sets a server flag causing secondary spawns (info_player_start2 and info_player_coop2) to be used, as if a player had picked up a rune.

Fiends and dogs now bounce off players' heads, dealing damage only on a single frame.

Fish no longer get stuck at the surface.

Shamblers can attempt to target a second point on their enemy (e.g. the player's head) if they can't hit the default position with lightning.