12-Jul-2023
Forces first monster that touches it to jump. This entity works only once, cannot be toggled off or on (except by using "master"), cannot be reset in any way. Monster type is not customizable. Usefulness of this entity is questionable.
Keyvalues |
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
ZHLT Template Model Target zhlt_usemodel : For Brush entities: sets brush model template of this entity. Set it to the name of other brush entity (now called a template) and it's brush model will be used instead. Templates might save server resources by "copying" single brush entity (template identified by name) and using it in multiple places (can be used for entities like tables, columns, barrels, cars e.t.c.). Also one template occupies only one entity slot when compiling a map, no matter how many entities refers to it. For model-based point entities: copy display model of specified entity, to use it's model instead. Using "Custom model" is more appropriate in most cases, however, when it's not possible, use "ZHLT Copy Lighting From Target".
ZHLT Copy Lighting From Target zhlt_copylight : For Brush entities: copies light info from specified entity. This can be useful when we want this entity to be light up in a similar way the other entity of the map is, e.g. we have few func_pushables on map, and they are lit differently, tough they can be moved (and lightning is not updated on dynamic entities), it may looks shabby. With this keyvalue we can prevent this making all func_pushables received light in a same way. Another example: we have few windows in corridor (e.g. func_breakables), all of them receive a light in acceptable way, but the last window receive part of the light from another room and breaking whole atmosphere. We can set this window "Copy Lightning From Target" to any other window to fix this. Note that this can be also used for completely different entities, so we copy lightning from func_door to func_breakable as well. For model-based point entities: if model lightning does not satisfy you (e.g. it's too dark) you can specify a name of entity here to copy it's lightning values- it can be other model-based entity or simply info_target.
ZHLT Disable Clipping zhlt_noclip : Enable or disable collision of entity.
ZHLT Invisible zhlt_invisible : Brush entities only. Determines if entity should be visible.
ZHLT Custom Shadow (when opaque) zhlt_customshadow : Opaque brush entities only. If "ZHLT Ligth Flags" of this entity uses any of the option with 'Opaque' word, this will allow to customize shadow dropped by this entity. Value format: [0 - 1.0] [0 - 1.0] [0 - 1.0], use three values for color or only one for transparency.
ZHLT Embed Light Map (when translucent) zhlt_embedlightmap : Transparent brush entities only. Set it to 'Yes' and this transparent entity will take a light from environment making it looks much more natural. Use it when entities (e.g. glass represented by func_wall) omits lightning from surrounding. Note that this is expensive so shouldn't be used too often, but resolution of those lightmaps can be controlled by keyvalue explained below.
ZHLT Embed Light Map Resolution zhlt_embedlightmapresolution : Value of power of two that controls the resolution of embedded lightmaps of transparent textures (see keyvalue above). Higher value for better optimization. Default and recommended value is 4.
Master master : Name of the multisource entity that (temporary) disables this trigger_monsterjump. If master is specified the trigger_monsterjump will be disabled and monster won't be able to jump. When multisource entity is triggered/being triggering by all possible inputs, the trigger_monsterjump will be unlocked. When multisource lost at least one input signal, the entities becomes locked again.
Jump Speed speed : Speed in which jump is simulated.
Jump Height height : Height of the jump. This must be significantly big value for results to be seen (e.g. 3000).