Added note about WorldSpawn differences
This commit is contained in:
parent
f00fe06b14
commit
17e1ce3a1f
@ -14,24 +14,26 @@ Differences between Reflex and id Tech entities
|
||||
|
||||
|
||||
Entity attributes are often implicit; i.e. if an attribute is required but
|
||||
unspecified, a default is used.
|
||||
unspecified, a default is used
|
||||
-All game modes are enabled by default and attributes are used to
|
||||
disable undesired modes or to set 2v2.
|
||||
-Entities without a position are implicitly at the origin.
|
||||
-PointLights without a color default to white.
|
||||
disable undesired modes or to set 2v2
|
||||
-Entities without a position are implicitly at the origin
|
||||
-PointLights without a color default to white
|
||||
|
||||
|
||||
Attributes set in a WorldSpawn are used by all the entities it contains.
|
||||
-id Tech maps have a maximum of one WorldSpawn. Many are allowed
|
||||
in Reflex
|
||||
-WorldSpawns often group PlayerSpawns by game mode
|
||||
|
||||
|
||||
Angles
|
||||
-Can be stored as a Vector3, since rotation about any axis is possible
|
||||
-Can be stored as a Vector3, since rotation about any axis is possible
|
||||
-Keyword angle is also supported (rotation about the vertical axis)
|
||||
|
||||
|
||||
Race Entities
|
||||
-Unlike id Tech games, is limited by not having checkpoint brushes.
|
||||
-Unlike id Tech games, is limited by not having checkpoint brushes
|
||||
-CTS only
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user