| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 | // phlt_copy_brush information, from the official release thread,// ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :// Added a new point entity, phlt_copy_brush, which allows to change// its classname to any you want upon map compilation, e.g. func_wall,// and then take the model/appearance of an existing unique brush entity// by targetname. With this, you can, for example, make many clones of// some prefab you are using a lot, without furtherly approaching map// limits. Any additional keyvalues added with SmartEdit disabled will// be kept, allowing for perfect copies which are indistinguishable from// the original in appearance and function. It is adviced, that the entity// which's appearance you are copying over possesses an origin brush. If// you want to rotate the copy, have the new classname be func_rotating.// Func_walls are blind for angles. Furthermore, note that some entities// will cause massive errors when having an origin brush, e.g. func_water.// For such cases, look at the offset of the original entity to where// the copy is supposed to be, and offset the phlt_copy_brush entity that// much from the origin of the coordinate system (0, 0, 0). Also, note// that the copies will look exactly as the original, including its// lighting and decals placed on it, no matter whether from map start or// while the map is running (bullet holes, sprays, blood, etc.), and that// the copies cannot emit texturelights.@PointClass size(-4 -4 -4, 4 4 4) color(96 240 16) = phlt_copy_brush : "Copies models from other entities"[	spawnflags(flags) =	[		1 : "Bit #1 (1)" : 0		2 : "Bit #2 (2)" : 0		4 : "Bit #3 (4)" : 0		8 : "Bit #4 (8)" : 0		16 : "Bit #5 (16)" : 0		32 : "Bit #6 (32)" : 0		64 : "Bit #7 (64)" : 0		128 : "Bit #8 (128)" : 0		256 : "Bit #9 (256)" : 0		512 : "Bit #10 (512)" : 0		1024 : "Bit #11 (1024)" : 0		2048 : "Bit #12 (2048)" : 0		4096 : "Bit #13 (4096)" : 0		8192 : "Bit #14 (8192)" : 0		16384 : "Bit #15 (16384)" : 0		32768 : "Bit #16 (32768)" : 0		65536 : "Bit #17 (65536)" : 0		131072 : "Bit #18 (131072)" : 0		262144 : "Bit #19 (262144)" : 0		524288 : "Bit #20 (524288)" : 0		1048576 : "Bit #21 (1048576)" : 0		2097152 : "Bit #22 (2097152)" : 0		4194304 : "Bit #23 (4194304)" : 0		8388608 : "Bit #24 (8388608)" : 0	]	phlt_cpm_target(string) : "PHLT Copy Target"	phlt_cpm_class(string) : "PHLT New Classname" : "func_rotating"	targetname(target_source) : "Name"	target(target_destination) : "Target"	angles(string) : "Pitch Yaw Roll (X Z Y)" : "0 0 0"]// shlt_entity_wildcard information, from the official release thread,// ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :// This entity, upon compile, emits "wildcard_amount" - 1 info_targets,// and morphs this shlt_entity_wildcard into a trigger_auto, which// killtargets the emitted info_targets "delay" seconds after map start// and also removes itself.// The purpose of this is to prevent a crash from too many entities in// the middle of the map. Instead, the server would crash on map load,// and prevent frustration among players from a crash in the middle of play.@PointClass size(-24 -24 -24, 24 24 24) color(32 96 255) = shlt_entity_wildcard : "Edicts-Wildcard"[	killtarget(string) : "Wildcard name" : "shlt_wildcards"	wildcard_amount(integer) : "Wildcard size (Entities) (>=1)" : 50	delay(string) : "Delay before removal (>=0.5)" : "1.0"]
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