Asshole broke my list

This commit is contained in:
Thomas Muller 2023-09-30 15:08:42 -04:00
parent ac45d04c35
commit a9e539d53c

View file

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