Compare commits

..

No commits in common. "ac45d04c35a5740b643a00eb8de6ccb9edc7f89d" and "e986619d8be0a12c1dc3616b87080f9cc9d9778b" have entirely different histories.

View file

@ -2,24 +2,19 @@ ENTITIES
------------------------------------------------ ------------------------------------------------
func_door
Zombie forgot door
door
should do door things
needs to support both open and close sounds
swing open? slide open? who knows
func_commentary func_commentary
acts just like the ones one source engine ie ... - ? acts just like the ones one source engine
v # floats a model in the air and slowly spins
floats a model in the air and slowly spins # spins rapidly when triggered and turns grey when done
can be triggered by pressing E while looking at it # plays a sound file when ttriggered
it will use 3 textures: # can be triggered by pressing E while looking at it
texture 1: idle texture used before activated
texture 2: texture while playing sound (after being activated)
texture 3: texture after sound stops playing
when triggered switch to texture 2, spin rapidly, and play sound file
after sound file stops playing switch to texture 3 and stop rotating entirly
func_cardboardcutout func_cardboardcutout
# would typically be a flat (possibly 2 sided) sprite and the texture would typically be a person # would typically be a flat (possibly 2 sided) sprite and the texture would typically be a person
@ -28,34 +23,16 @@ when triggered (not nessicerally by E) it will cycle thru texturea at a predefin
such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture
player player
first person # first person
walkaround and jump # walkaround and jump
can interact with buttons and other objects by hitting E # can interact with buttons and other objects by hitting E
would be funny and probably better tbh if movement was using quake physics
also quicker base movement speed
buttons: (idk how buttons are supposed tonwork exactly buttons:
all buttons will have 2 textures: # They exist
idle # They trigger somthing
activated # They change to a different texure when activated
# They move in when activated
button_once: # They play a sound
when triggered, switch to the activated texture, play a sound, and trigger somthing
can obly be pressed once
button_multiple
when triggered, switch to the activated texture, play a sound, and trigger somthing
after a few seconds switch to idle texture
func_door:
when triggered moves in a specified direction (or towards an entity idc specified direction would proabbky be easier on my end) and plays a sound while moving
waits a few seconds
closes and plays a sound while moving
whenever it starts or stops moving it plays a sound
so 3 sounds in total
func_door_rotating
same as above but rotates
physics object: physics object:
can be picked uo with E can be picked uo with E
@ -71,10 +48,6 @@ thusbwill probabky have be done on the godot side some blocks will be not solid
func_elevator func_elevator
when the player steps on this it will rise up after a few seconds to a pre determinted height when the player steps on this it will rise up after a few seconds to a pre determinted height
item_suit
is an obj in the world
upon contact with the player is disapears and plays 2 sounds
more specialized shit might change later more specialized shit might change later
chess chess
@ -127,4 +100,4 @@ Anti bully shields activated
rgb lighting activated *rainbow light spam in room* "rgb lighting fault" rgb lighting activated *rainbow light spam in room* "rgb lighting fault"
photon torpedos deactivated pay 15.99$ to activate them indtantly photon torpedos deactivated pay 15.99$ to activate them indtantly
have a very good day have a very good day
i will make sure of it i wall make sure of it