forked from funnymemellama/zombietextures
Asshole broke my list
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1 changed files with 17 additions and 12 deletions
29
assetrequest
29
assetrequest
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@ -5,14 +5,15 @@ ENTITIES
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func_commentary
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func_commentary
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acts just like the ones one source engine ie ... -
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acts just like the ones one source engine ie ... -
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v
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v
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floats a model in the air and slowly spins
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# floats a model in the air and slowly spins
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can be triggered by pressing E while looking at it
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# can be triggered by pressing E while looking at it
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it will use 3 textures:
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it will use 3 textures:
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texture 1: idle texture used before activated
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texture 1: idle texture used before activated
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texture 2: texture while playing sound (after being activated)
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texture 2: texture while playing sound (after being activated)
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texture 3: texture after sound stops playing
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texture 3: texture after sound stops playing
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when triggered switch to texture 2, spin rapidly, and play sound file
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when triggered switch to texture 2, spin rapidly, and play sound file
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after sound file stops playing switch to texture 3 and stop rotating entirly
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after sound file stops playing switch to texture 3 and stop rotating entirly
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can hit E again to stop
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@ -28,24 +29,25 @@ when triggered (not nessicerally by E) it will cycle thru texturea at a predefin
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such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture
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such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture
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player
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player
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first person
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# first person
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walkaround and jump
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# walkaround and jump
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can interact with buttons and other objects by hitting E
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# can interact with buttons and other objects by hitting E
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would be funny and probably better tbh if movement was using quake physics
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would be funny and probably better tbh if movement was using quake physics
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also quicker base movement speed
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also quicker base movement speed
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buttons: (idk how buttons are supposed tonwork exactly
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buttons: (idk how buttons are supposed tonwork exactly
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all buttons will have 2 textures:
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# all buttons will have 2 textures:
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idle
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# idle
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activated
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# activated
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button_once:
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button_once:
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when triggered, switch to the activated texture, play a sound, and trigger somthing
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# when triggered, switch to the activated texture, play a sound, and trigger somthing
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can obly be pressed once
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# can obly be pressed once
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button_multiple
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button_multiple
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when triggered, switch to the activated texture, play a sound, and trigger somthing
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# when triggered, switch to the activated texture, play a sound, and trigger somthing
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after a few seconds switch to idle texture
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# after a few seconds switch to idle texture
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^ "Button" does all this shit, fuck making two separate entities for this
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func_door:
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func_door:
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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
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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
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@ -56,6 +58,7 @@ so 3 sounds in total
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func_door_rotating
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func_door_rotating
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same as above but rotates
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same as above but rotates
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^ This will also be rolled into "Door"
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physics object:
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physics object:
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can be picked uo with E
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can be picked uo with E
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@ -64,9 +67,11 @@ can be any obj and idealy would be resizeable
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transparent blocks
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transparent blocks
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idk how easy its gonna be but some textures that i place mighy be transparent
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idk how easy its gonna be but some textures that i place mighy be transparent
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^ Not my problem
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pass thru blocks
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pass thru blocks
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thusbwill probabky have be done on the godot side some blocks will be not solid
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thusbwill probabky have be done on the godot side some blocks will be not solid
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^ Not my problem
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func_elevator
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func_elevator
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when the player steps on this it will rise up after a few seconds to a pre determinted height
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when the player steps on this it will rise up after a few seconds to a pre determinted height
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