| The buoy system is a Raven addition that is intended to improve the AI of monsters. While the concept is easy there is a lot to know about buoys. A special section is on page ###.51. | ||
| Flags: | ||
| Jump: | Will cause the monster to jump. Use with key values speed and height. | |
| Activate: | Will allow a monster to use an object. Must be used in conjunction with pathtarget and pathtargetname. | |
| Turn: | Will allow a monster to turn to the buoys angles. | |
| Oneway: | If a monster goes through this buoy, he cannot return the same way. | |
| Keys: | ||
| Jumptarget: | Tells the monster to jump to a buoy with a corresponding targetname. This doesn’t actually make the monster jump, just lets it know it can. You also need the jump flag set. | |
| Wait: | Used in conjunction with Activate, it sets a time before the monster can attempt another activate. | |
| Delay: | Used in conjunction with Activate, it makes the monster wait for a time for the activated object to move. | |
| Angles: | XYZ value of buoy. | |
| Pathtarget: | Use this to have a buoy target an object. | |
| Target: | Use this to target a buoy to another buoy. | |
| Target2: | Use this to target the buoy to a completely different one. | |
| Targetname: | Every buoy must have a targetname and it must be unique. | |
| Speed: | Speed that monsters will jump if the jump flag is set. | |
| Height: | The height a monster will jump if the jump flag is set. | |
| Not currently used.Used as a target for misc_remote_camera. |
| Used as a target for spotlights and camerasNot used. |
| A player start for a coop game. Heretic II supports four coop players per level. A startspot can have a targetname if a level has multiple startspots (hub). |
| A player start for a deathmatch game. |
| Not currently used. |
| A player start for a single player game. A startspot can have a targetname if a level has multiple startspots (hub). |
| The ammo for the 3rd weapon, the hellstaff. |
| The ammo for the 7th weapon, the Phoenix bow. |
| The ammo for the 5th weapon, the Redrain Storm bow. |
| Model-free pickup. Seems to half-replenish your mana. Appears once in maps, but seems unfinished. |
| The 2rd defensive spell, Meteor Barrier. |
| The 3nd defensive spell, the Morph Ovum. |
| The 1st defensive spell, the Ring of Repulsion. |
| The 4th defensive spell, the Lightning Shield. |
| The 5th defensive spell, Teleport. |
| A health icon, worth 30 points. |
| A health icon, worth 10 points. |
| A mana combo icon, worth 50 30 points. | ||
| Item_mana_combo_qtr: | A mana combo icon, worth 25 points. | |
| A defensive mana icon, worth 40 points. |
| A defensive mana icon, worth 20 points. |
| An offensive mana icon, worth 40 points. |
| An offensive mana icon, worth 20 points. |
| Spits a out an item out. Should be targeted by an object like a chest. | ||
| Flags: | ||
| Noflash: | No flash is created when the item spits out. | |
| Keys: | ||
| Target: | Name of item to spit out. For example, target, item_torchpuzzle_townkey.. | |
| Count: | Number of items to spit out. | |
| Radius: | Distance from emitter to spit the item. | |
| Spawnflags2: | Spawnflags to set for the item created. | |
| The 9th 6th weapon, the Firewall. |
| The 3rd weapon, the Hellstaff. |
| The 8th 9th weapon, the Mace Balls. |
| The 4th weapon, the Magic Missile. |
| The 7th weapon, the Phoenix Bow. |
| The 5th weapon, the Red RainStorm Bow. |
| The 6th 8th weapon, the Sphere of Annihilation. |