Multiplayer entities are used to set up the game rules within a multiplayer level. The multiplayer entities can be found in the Create Object → Legacy Entities → Multiplayer.
Property | Description |
---|---|
audioSignal | |
Enabled | Specifies if this Ammo crate is enabled or not. |
GroupId | Deprecated |
ModelOverride | Override the default model (*.cgf) specified in the script here. |
NumUsagesPerPlayer | How many times a player can use the Ammo Crate. |
teamId | Setting this to 0 = teams are ignored. |
Usable | |
UseMessage | |
FragGrenades | Specify the amount of Frag grenades to supply when used. |
GiveClips | Specify the amount of Magazines to supply when used. |
RefillWeaponAmmo | Refill with the currently selected weapons ammo. |
RefillWithCurrentGrenades | Rather than just giving frags. |
Property | Description |
---|---|
ControlHeight | |
ControlOffsetZ | |
ControlRadius | |
DebugDraw | |
ModelOverride | |
teamName |
Property | Description |
---|---|
Model | |
ModelSubObject | |
Radius |
Property | Description |
---|---|
Model | |
ModelSubObject | |
Radius | |
teamName | |
Damage | |
Decal | |
DecalScale | |
Effect | |
EffectScale | |
Pressure | |
Radius | |
Direction |
Property | Description |
---|---|
ModelOverride | |
ModelSubObject | |
Radius | |
teamName |
Property | Description |
---|---|
Enabled | |
PitchLimits | |
YawLimits |
Property | Description |
---|---|
CanTriggerAreas | See BasicEntity. |
CurrentlyDealingDamage | If true the entity will start in a state where it deals damage on contact, otherwise it must first be activated using the ‘MakeDangerous’ event in Flowgraph. |
DamagesPlayerOnCollisionSP | If true the entity will deal damage on contact with the player (in single player only). |
DamageToDeal | Amount of damage to deal. |
DmgFactorWhenCollidingAI | See BasicEntity. |
DoesFriendlyFireDamage | Deprecated |
ExcludeCover | See BasicEntity. |
Faction | |
HeavyObject | |
InteractLargeObject | |
MissionCritical | See BasicEntity. |
Model | Defines the model to be used. |
Pickable | |
Serialize | |
SmartObjectClass | |
TimeBetweenHits | Delay (in seconds) after dealing damage before entity can deal more damage. |
Usable | |
UseMessage | |
UsedAsDynamicObstacle | See RigidBodyEX. |
Health | |
Invulnerable | |
MaxHealth | |
OnlyEnemyFire | |
MultiplayerOptions | |
Networked | |
ActivateOnDamage | If true physics will activate when damage is received. |
CanBreakOthers |
Property | Description |
---|---|
classification | |
collisionDamageScale | |
damageable | |
explosionMinDamageToDestroy | |
idleKillTime | |
initialHealth | |
InitiallyRooted | |
ModelOverride | |
Pickable | |
RagdollPostMeleeImpactSpeed | |
RagdollPostThrowImpactSpeed | |
RootedAngleMax | |
RootedAngleMin | |
shieldsFromExplosionConeAngle | |
szGrabAnimTagOverride | |
szMFXLibrary | |
szRootedGrabAnimTagOverride | |
szUseMessage | |
States |
Property | Description |
---|---|
ModelOverride | |
OpenRange | |
Radius |
Property | Description |
---|---|
ModelOverride | |
Radius |
Property | Description |
---|---|
DamagePerSecond | Specifies the amount of damage per second taken by the player when he is inside the forbidden area. |
DamageType | |
Delay | Specifies the delay in seconds until the player takes damage inside the forbidden area. |
Enabled | Specifies if the forbidden area is enabled or not. |
InfiniteFall | |
overrideTimerLength | |
ResetsObjects | |
Reversed | Specifies if the player takes damage inside or outside of the area (inside {{ reversed false, outside }} reversed true). |
ShowWarning | Specifies if a warning message is displayed on the HUD when a player enters a forbidden area. (If a delay is set, there will be also a countdown in this message). |
teamName | Specifies to which team the ForbiddenArea belongs (Team US {{ black, Team NK }} tan, neutral = leave field free) The opposite team will take damage when a teamname is set. If no teamname is set, every player will take damage. |
MultiplayerOptions | |
Networked |
Property | Description |
---|---|
Default | Specifies if this Spawn Group is the default spawnpoint or not. Players would initially spawn there. |
Enabled | Specifies if this Spawn Group is enabled or not. |
Model | Specifies the model used for the Spawn Group. |
teamName | Specifies to which team the Spawn Group belongs on game start (Team US {{ black, Team NK }} tan, neutral = leave field free). |
Property | Description |
---|---|
Enabled | Specifies if the spectator point is enabled or not. |
Property | Description |
---|---|
Enabled |
This entity is similar to the RandomSoundVolume entity, in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.
Property | Description |
---|---|
DiscRadius | Defines the size of circle around the player at which distance the sound gets spawned. |
Enabled | When set, the object will be enabled on level startup. |
IgnoreCulling | When set, the sound will not be affected by visarea attenuation. |
IgnoreObstruction | When set, sound will pass through geometric objects. |
LogBattleValue | When set, the script will output debug information about the current battle noise level to the console. |
MaxWaitTime | Defines the maximal time to wait before re-triggering the sound. |
MinWaitTime | Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime. |
RandomPosition | When set, each new spawned sound is randomly placed on the discs defined with DiscRadius. The location of the script is used otherwise. |
SensitiveToBattle | When set, the battle noise around the player is passed to the sound event. If this event has a "battle" parameter. |
TeamSound1 - TeamSound4 | |
Name | Sound to play for this team. |
teamName | Name of this team. |
This entity is similar to the SoundSpot entity in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.
Property | Description |
---|---|
Enabled | When set, the object will be enabled on level startup. |
IgnoreCulling | When set, the sound will not be affected by visarea attenuation. |
IgnoreObstruction | When set, sound will pass through geometric objects. |
MaxWaitTime | Defines the maximal time to wait before re-triggering the sound. |
MinWaitTime | Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime. |
Once | When set, the sound spot will only play once. |
Play | When set, the entity will play on level startup. |
PlayOnX | |
PlayOnY | |
PlayOnZ | |
PlayRandom | |
Radius | |
TeamSound1 - TeamSound4 | |
Name | Sound to play for this team. |
teamName | The name of the team. |