1///
2/// et_entities.def
3///
4
5/*QUAKED script_multiplayer (1.0 0.25 1.0) (-8 -8 -8) (8 8 8)
6-------- KEYS --------
7(none)
8-------- SPAWNFLAGS --------
9(none)
10-------- NOTES --------
11This is used to script multiplayer maps.  Entity not displayed in game.
12You MUST have one, and one only, of these in your map for it to function correctly.
13*/
14
15/*QUAKED worldspawn (0 0 0) ? NO_GT_WOLF NO_STOPWATCH - NO_LMS
16-------- KEYS --------
17"music" Music wav file
18"gravity" 800 is default gravity
19"message" Text to print during connection process
20"ambient" Ambient light value (must use '_color')
21"_color" Ambient light color (must be used with 'ambient')
22"sun" Shader to use for 'sun' image
23"_blocksize" q3map always splits the BSP tree along the planes X=blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density.
24"gridsize" granularity of the light grid created by q3map. Values of three intergers by spaces, represents number of units between grid points in X, Y and Z. Default gridsize is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
25"fogclip" Uses vis to exclude stuff beyond the specified distance. q3map support varies.
26"mapcoordsmins"  Top left corner coordinate. Example "-256 256".
27"mapcoordsmaxs"  Lower right corner coordinate. Example "256 -256". Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly.
28-------- SPAWNFLAGS --------
29NO_GT_WOLF regular wolf cannot be played on this map
30NO_STOPWATCH stopwatch cannot be played on this map
31NO_LMS lms cannot be played on this map
32-------- NOTES --------
33Every map should have exactly one worldspawn.
34*/
35
36/*QUAKED info_player_deathmatch (1 0 1) (-18 -18 -24) (18 18 48)
37-------- KEYS --------
38"nobots" will prevent bots from using this spot.
39"nohumans" will prevent non-bots from using this spot.
40-------- SPAWNFLAGS --------
41(none)
42-------- NOTES --------
43Potential spawning position for deathmatch games.
44Targets will be fired when someone spawns in on them.
45If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull)
46*/
47
48/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) AXIS ALLIED
49-------- KEYS --------
50(none)
51-------- SPAWNFLAGS --------
52AXIS This intermission point will be used if Axis win the match
53ALLIED This intermission point will be used if Allies win the match
54-------- NOTES --------
55The intermission will be viewed from this point.
56Target an info_notnull for the view direction.
57*/
58
59/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
60-------- KEYS --------
61(none)
62-------- SPAWNFLAGS --------
63(none)
64-------- NOTES --------
65Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
66*/
67
68/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
69-------- KEYS --------
70(none)
71-------- SPAWNFLAGS --------
72(none)
73-------- NOTES --------
74Used as a positional target for in-game calculation, like jumppad targets.
75target_position does the same thing
76*/
77
78/*QUAKED info_notnull_big (0 0.5 0) (-32 -32 -32) (32 32 32)
79-------- KEYS --------
80(none)
81-------- SPAWNFLAGS --------
82(none)
83-------- NOTES --------
84Used as a positional target for in-game calculation, like jumppad targets.
85target_position does the same thing
86*/
87
88/*QUAKED func_group (0 .5 .8) ?
89-------- KEYS --------
90(none)
91-------- SPAWNFLAGS --------
92(none)
93-------- NOTES --------
94Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.
95*/
96
97/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) NONLINEAR ANGLE - - Q3MAP_NON-DYNAMIC
98-------- KEYS --------
99"light" overrides the default 300 intensity.
100"radius" overrides the default 64 unit radius of a spotlight at the target point.
101"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
102-------- SPAWNFLAGS --------
103NONLINEAR checkbox gives inverse square falloff instead of linear
104Q3MAP_NON-DYNAMIC specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)
105ANGLE adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
106-------- NOTES --------
107Non-displayed light.
108Lights pointed at a target will be spotlights.
109*/
110
111/*QUAKED lightJunior (0 0.7 0.3) (-8 -8 -8) (8 8 8) NONLINEAR ANGLE NEGATIVE_SPOT NEGATIVE_POINT
112-------- KEYS --------
113"light" overrides the default 300 intensity.
114"radius" overrides the default 64 unit radius of a spotlight at the target point.
115"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
116-------- SPAWNFLAGS --------
117NONLINEAR checkbox gives inverse square falloff instead of linear
118ANGLE adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
119-------- NOTES --------
120Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
121Lights pointed at a target will be spotlights.
122*/
123
124/*QUAKED misc_constructiblemarker (1 0.85 0) ?
125-------- KEYS --------
126"model2" optional model
127"angles" angles for the model
128"skin" optional .skin file to use for the model
129-------- SPAWNFLAGS --------
130(none)
131-------- NOTES --------
132The entity has to target the trigger_objective_info entity
133belonging to the constructible.
134Not used any more in the game.
135If used will behave like a func_static entity.
136*/
137
138/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
139-------- KEYS --------
140"model"	arbitrary .md3 file to display
141"modelscale" scale multiplier (defaults to 1x)
142"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
143"modelscale_vec" Set scale per-axis.  Overrides "modelscale", so if you have both, the "modelscale" is ignored
144-------- SPAWNFLAGS --------
145(none)
146-------- NOTES --------
147Model that will be compiled into the map.
148*/
149
150/*QUAKED misc_gamemodel (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD START_ANIMATE
151-------- KEYS --------
152"model"	arbitrary .md3 file to display
153"modelscale" scale multiplier (defaults to 1x, and scales uniformly)
154"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
155"skin" .skin file used to define shaders for model
156"trunk" diameter of solid core (used for trace visibility and collision (not ai pathing))
157"trunkheight" height of trunk
158"frames" number of animation frames
159"start" frame to start on
160"fps" fps to animate with
161"modelscale_vec" Set scale per-axis. Overrides "modelscale", so if you have both, the "modelscale" is ignored
162-------- SPAWNFLAGS --------
163ORIENT_LOD the entity will yaw towards the player when the LOD switches (digibob: non-functional?)
164START_ANIMATE the entity will spawn animating
165-------- NOTES --------
166md3 placed in the game at runtime (rather than in the bsp)
167*/
168
169/*QUAKED misc_vis_dummy (1 .5 0) (-8 -8 -8) (8 8 8)
170-------- KEYS --------
171(none)
172-------- SPAWNFLAGS --------
173(none)
174-------- NOTES --------
175If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not.
176This entity itself is never visible or transmitted to clients.
177For safety, you should have each dummy only point at one entity (however, it's okay to have many dummies pointing at one entity)
178*/
179
180/*QUAKED misc_vis_dummy_multiple (1 .5 0) (-8 -8 -8) (8 8 8)
181-------- KEYS --------
182(none)
183-------- SPAWNFLAGS --------
184(none)
185-------- NOTES --------
186If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not.
187This entity itself is never visible or transmitted to clients.
188This entity was created to have multiple speakers targeting it
189*/
190
191/*QUAKED shooter_mortar (1 0 0) (-16 -16 -16) (16 16 16) SMOKE_FX FLASH_FX
192-------- KEYS --------
193"random" the number of degrees of deviance from the target. (1.0 default)
194-------- SPAWNFLAGS --------
195LAUNCH_FX a smoke effect will play at the origin of this entity.
196FLASH_FX a muzzle flash effect will play at the origin of this entity.
197-------- NOTES --------
198Lobs a mortar so that it will pass through the info_notnull targeted by this entity
199*/
200
201/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
202-------- KEYS --------
203"random" the number of degrees of deviance from the target. (1.0 default)
204-------- SPAWNFLAGS --------
205(none)
206-------- NOTES --------
207Fires (a panzerfaust) at either the target or the current direction.
208*/
209
210/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
211-------- KEYS --------
212"random" is the number of degrees of deviance from the target. (1.0 default)
213-------- SPAWNFLAGS --------
214(none)
215-------- NOTES --------
216Fires at either the target or the current direction.
217*/
218
219/*QUAKED corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF
220-------- KEYS --------
221"scale" will designate a multiplier to the default size.  (so 2.0 is 2xdefault size, 0.5 is half)
222-------- SPAWNFLAGS --------
223START_OFF starts non-visible
224-------- NOTES --------
225Use color picker to set color or key "color".  values are 0.0-1.0 for each color (rgb).
226*/
227
228/*QUAKED dlight (0 1 0) (-12 -12 -12) (12 12 12) FORCEACTIVE STARTOFF ONETIME
229-------- KEYS --------
230"style" value is an int from 1-19 that contains a pre-defined 'flicker' string.
231"stylestring" set your own 'flicker' string.  (ex. "klmnmlk"). NOTE: this should be all lowercase
232"offset" change the initial index in a style string.  So val of 3 in the above example would start this light at 'N'.  (used to get dlights using the same style out of sync).
233"atten" offset from the alpha values of the stylestring.  stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy"
234"shader" name of shader to apply
235"sound" sound to loop every cycle (this actually just plays the sound at the beginning of each cycle)
236-------- SPAWNFLAGS --------
237FORCEACTIVE	toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0.
238STARTOFF means the dlight doesn't spawn in until ent is triggered
239ONETIME	when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again
240-------- NOTES --------
241Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
242Use color picker to set color or key "color".  values are 0.0-1.0 for each color (rgb).
243
244styles:
2451 - "mmnmmommommnonmmonqnmmo"
2462 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
2473 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
2484 - "ma"
2495 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
2506 - "nmonqnmomnmomomono"
2517 - "mmmaaaabcdefgmmmmaaaammmaamm"
2528 - "aaaaaaaazzzzzzzz"
2539 - "mmamammmmammamamaaamammma"
25410 - "abcdefghijklmnopqrrqponmlkjihgfedcba"
25511 - "mmnommomhkmmomnonmmonqnmmo"
25612 - "kmamaamakmmmaakmamakmakmmmma"
25713 - "kmmmakakmmaaamammamkmamakmmmma"
25814 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm"
25915 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm"
26016 - "zzzzzzzzaaaaaaaa"
26117 - "zzzzzzzzaaaaaaaaaaaaaaaa"
26218 - "aaaaaaaazzzzzzzzaaaaaaaa"
26319 - "aaaaaaaaaaaaaaaazzzzzzzz"
264*/
265
266/*QUAKED misc_mg42 (1 0 0) (-16 -16 -24) (16 16 24) HIGH NOTRIPOD
267-------- KEYS --------
268"harc" horizonal fire arc, default 115
269"varc" vertical fire arc, default 45
270"health" how much damage can it take, default 50
271"damage" determines how much the weapon will inflict if a non player uses it
272"accuracy" all guns are 100% accurate an entry of 0.5 would make it 50%
273-------- SPAWNFLAGS --------
274(none)
275-------- NOTES --------
276Emplaced MG42 weapon.
277*/
278
279
280
281
282/*QUAKED func_door (0 .5 .8) ? START_OPEN TOGGLE CRUSHER TOUCH
283-------- KEYS --------
284"key" -1 for locked, key number for which key opens, 0 for open.  default '0' unless door is targeted.  (trigger_aidoor entities targeting this door do /not/ affect the key status)
285"model2" .md3 model to also draw
286"angle" determines the opening direction
287"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
288"speed" movement speed (100 default)
289"closespeed" optional different movement speed for door closing
290"wait" wait before returning (3 default, -1 = never return)
291"lip" lip remaining at end of move (8 default)
292"dmg" damage to inflict when blocked (2 default)
293"color" constantLight color
294"light" constantLight radius
295"health" if set, the door must be shot open
296"team" team name.  other doors with same team name will open/close in syncronicity
297"type" use sounds based on construction of door
298-------- SPAWNFLAGS --------
299TOGGLE wait in both the start and end states for a trigger event.
300START_OPEN the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
301-------- NOTES --------
302sound types:
303     0 - nosound (default)
304     1 - metal
305     2 - stone
306     3 - lab
307     4 - wood
308     5 - iron/jail
309     6 - portcullis
310     7 - wood (quiet)
311*/
312
313
314/*QUAKED func_plat (0 .5 .8) ?
315-------- KEYS --------
316"lip" default 8, protrusion above rest position
317"height" total height of movement, defaults to model height
318"speed"	overrides default 200.
319"dmg" overrides default 2
320"model2" .md3 model to also draw
321"color"	constantLight color
322"light"	constantLight radius
323-------- SPAWNFLAGS --------
324(none)
325-------- NOTES --------
326Plats are always drawn in the extended position so they will light correctly.
327*/
328
329/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
330-------- KEYS --------
331(none)
332-------- SPAWNFLAGS --------
333(none)
334-------- NOTES --------
335Train path corners.
336*/
337
338/*QUAKED path_corner_2 (.5 .3 0) (-8 -8 -8) (8 8 8)
339-------- KEYS --------
340(none)
341-------- SPAWNFLAGS --------
342(none)
343-------- NOTES --------
344Train path corners.
345This version will not contribute towards ingame entity count.
346*/
347
348/*QUAKED func_static (0 .5 .8) ? START_INVIS
349-------- KEYS --------
350"model2" .md3 model to also draw
351"color"	constantLight color
352"light"	constantLight radius
353-------- SPAWNFLAGS --------
354START_INVIS will start the entity as non-existant, if targeted, it will toggle existance when triggered
355-------- NOTES --------
356A bmodel that just sits there, doing nothing.
357Can be used for conditional walls and models.
358*/
359
360/*QUAKED func_rotating (0 .5 .8) ? START_ON STARTINVIS X_AXIS Y_AXIS
361-------- KEYS --------
362"model2" .md3 model to also draw
363"speed" determines how fast it moves; default value is 100.
364"dmg" damage to inflict when blocked (2 default)
365"color"	constantLight color
366"light"	constantLight radius
367-------- SPAWNFLAGS --------
368X_AXIS rotate around the x-axis
369Y_AXIS rotate around the y-axis
370STARTINVIS Spawn triggered
371START_ON Initially turning upon start of map
372-------- NOTES --------
373You need to have an origin brush as part of this entity.
374The center of that brush will be the point around which it is rotated.
375It will rotate around the Z axis by default.
376*/
377
378/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
379-------- KEYS --------
380"model2" .md3 model to also draw
381"height" amplitude of bob (32 default)
382"speed"	seconds to complete a bob cycle (4 default)
383"phase"	the 0.0 to 1.0 offset in the cycle to start at
384"dmg" damage to inflict when blocked (2 default)
385"color"	constantLight color
386"light"	constantLight radius
387-------- SPAWNFLAGS --------
388X_AXIS bobs on the x-axis
389Y_AXIS bobs on the y-axis
390-------- NOTES --------
391Normally bobs on the Z axis
392*/
393
394/*QUAKED func_pendulum (0 .5 .8) ?
395-------- KEYS --------
396"model2" .md3 model to also draw
397"speed"	the number of degrees each way the pendulum swings, (30 default)
398"phase"	the 0.0 to 1.0 offset in the cycle to start at
399"dmg" damage to inflict when blocked (2 default)
400"color"	constantLight color
401"light"	constantLight radius
402-------- SPAWNFLAGS --------
403(none)
404-------- NOTES --------
405You need to have an origin brush as part of this entity.
406Pendulums always swing north / south on unrotated models.  Add an angles field to the model to allow rotation in other directions.
407Pendulum frequency is a physical constant based on the length of the beam and gravity.
408*/
409
410/*QUAKED func_door_rotating (0 .5 .8) ? - TOGGLE X_AXIS Y_AXIS REVERSE FORCE STAYOPEN
411-------- KEYS --------
412"key" -1 for locked, key number for which key opens, 0 for open.  default '0' unless door is targeted.  (trigger_aidoor entities targeting this door do /not/ affect the key status)
413"model2" .md3 model to also draw
414"degrees" determines how many degrees it will turn (90 default)
415"speed" movement speed (100 default)
416"closespeed" optional different movement speed for door closing
417"time" how many milliseconds it will take to open 1 sec = 1000
418"dmg" damage to inflict when blocked (2 default)
419"color" constantLight color
420"light" constantLight radius
421"type" use sounds based on construction of door:
422"team" team name.  other doors with same team name will open/close in syncronicity
423-------- SPAWNFLAGS --------
424FORCE door opens even if blocked
425-------- NOTES --------
426You need to have an origin brush as part of this entity.
427The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default.  You can check either the X_AXIS or Y_AXIS box to change that (only one axis allowed. If both X and Y are checked, the default of Z will be used).
428
429sound types:
430     0 - nosound (default)
431     1 - metal
432     2 - stone
433     3 - lab
434     4 - wood
435     5 - iron/jail
436     6 - portcullis
437     7 - wood (quiet)
438*/
439
440/*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8)
441-------- KEYS --------
442"target"  The name of the trigger
443"scriptname" This corrisponds to the block
444-------- SPAWNFLAGS --------
445(none)
446-------- NOTES --------
447must have a target
448when used it will run the trigger event relating to it's target within it's routine
449*/
450
451/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
452-------- KEYS --------
453(none)
454-------- SPAWNFLAGS --------
455(none)
456-------- NOTES --------
457Kills all targets when activated
458*/
459
460/*QUAKED target_effect (0 .5 .8) (-6 -6 -6) (6 6 6) TNT EXPLODE SMOKE - - - -
461-------- KEYS --------
462"mass" defaults to 15.  This determines how much debris is emitted when it explodes.  (number of pieces)
463"dmg" defaults to 0.  damage radius blast when triggered
464"type" rubble mdel type
465-------- SPAWNFLAGS --------
466TNT Big explosion when triggered
467EXPLODE explosion when triggered
468SMOKE Produces smoke when triggered
469-------- NOTES --------
470rubble types:
471	"glass"
472	"wood" (default)
473	"metal"
474	"gibs"
475	"brick"
476	"rock"
477*/
478
479/*QUAKED func_explosive (0 .5 .8) ? START_INVIS TOUCHABLE USESHADER LOWGRAV - TANK
480-------- KEYS --------
481"model2" optional md3 to draw over the solid clip brush
482"wait" how long (in seconds) to leave the model after it's 'dead'.  '-1' leaves forever.
483"dmg" how much radius damage should be done, defaults to 0
484"health" defaults to 100.  If health is set to '0' the brush will not be shootable.
485"targetname" if set, no touch field will be spawned and a remote button or trigger field triggers the explosion.
486"scriptname" script whose death is triggered when the object is destroyed
487"type" type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
488"mass" defaults to 75.  This determines how much debris is emitted when it explodes.  You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16).  So 800 gives the most.
489"noise" sound to play when triggered.  The explosive will default to a sound that matches it's 'type'.  Use the sound name "nosound" (case in-sensitive) if you want it silent.
490-------- SPAWNFLAGS --------
491TOUCHABLE means automatic use on player contact.
492USESHADER will apply the shader used on the brush model to the debris.
493LOWGRAV specifies that the debris will /always/ fall slowly
494START_INVIS spawn trigger
495TANK Will show as a tank on a command map if linked to by a trigger_objective_info
496-------- NOTES --------
497the default sounds are:
498  "wood"	- "sound/world/boardbreak.wav"
499  "glass"	- "sound/world/glassbreak.wav"
500  "metal"	- "sound/world/metalbreak.wav"
501  "gibs"	- "sound/player/gibsplit1.wav"
502  "brick"	- "sound/world/brickfall.wav"
503  "stone"	- "sound/world/stonefall.wav"
504
505Yf you use model2, you must have an origin brush in the explosive with the center of the origin at the origin of the model
506If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
507*/
508
509/*QUAKED func_invisible_user (.3 .5 .8) ? STARTOFF - NO_OFF_NOISE NOT_KICKABLE
510-------- KEYS --------
511"delay" time (in seconds) before it can be used again
512"offnoise" specifies an alternate sound
513"cursorhint" overrides the auto-location of targeted entity (list below)
514-------- SPAWNFLAGS --------
515NO_OFF_NOISE no sound will play if the invis_user is used when 'off'
516NOT_KICKABLE kicking doesn't fire, only player activating
517STARTOFF isn't functional till toggled
518-------- NOTES --------
519when activated will use its target
520Normally when a player 'activates' this entity, if the entity has been turned 'off' (by a scripted command) you will hear a sound to indicate that you cannot activate the user.
521The sound defaults to "sound/movers/invis_user_off.wav"
522
523cursorhint types:
524	HINT_NONE
525	HINT_FORCENONE
526	HINT_PLAYER
527	HINT_ACTIVATE
528	HINT_DOOR
529	HINT_DOOR_ROTATING
530	HINT_DOOR_LOCKED
531	HINT_DOOR_ROTATING_LOCKED
532	HINT_MG42
533	HINT_BREAKABLE
534	HINT_BREAKABLE_DYNAMITE
535	HINT_CHAIR
536	HINT_ALARM
537	HINT_HEALTH
538	HINT_TREASURE
539	HINT_KNIFE
540	HINT_LADDER
541	HINT_BUTTON
542	HINT_WATER
543	HINT_CAUTION
544	HINT_DANGER
545	HINT_SECRET
546	HINT_QUESTION
547	HINT_EXCLAMATION
548	HINT_CLIPBOARD
549	HINT_WEAPON
550	HINT_AMMO
551	HINT_ARMOR
552	HINT_POWERUP
553	HINT_HOLDABLE
554	HINT_INVENTORY
555	HINT_SCENARIC
556	HINT_EXIT
557	HINT_NOEXIT
558	HINT_PLYR_FRIEND
559	HINT_PLYR_NEUTRAL
560	HINT_PLYR_ENEMY
561	HINT_PLYR_UNKNOWN
562	HINT_BUILD
563	HINT_DISARM
564	HINT_REVIVE
565	HINT_DYNAMITE
566	HINT_CONSTRUCTIBLE
567	HINT_UNIFORM
568	HINT_LANDMINE
569	HINT_TANK
570	HINT_SATCHELCHARGE
571	HINT_LOCKPICK
572	HINT_BAD_USER
573	HINT_NUM_HINTS
574*/
575
576/*QUAKED props_chair (.8 .6 .2) (-16 -16 0) (16 16 32)
577-------- KEYS --------
578"health" default 10
579"wait" default 5, how many shards to spawn ( try not to exceed 20 )
580"shard" type of shard to spawn
581-------- SPAWNFLAGS --------
582(none)
583-------- NOTES --------
584shard types:
585	0 = glass
586	1 = wood
587	2 = metal
588	3 = ceramic
589*/
590
591/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
592-------- KEYS --------
593"fov" for the skybox default is 90
594"fogcolor" (r g b) (values 0.0-1.0)
595"fognear" distance from entity to start fogging
596"fogfar" distance from entity that fog is opaque
597-------- SPAWNFLAGS --------
598(none)
599-------- NOTES --------
600Allows you to place a static "far away" looking scene around the map.
601*/
602
603
604/*QUAKED script_mover (0.5 0.25 1.0) ? TRIGGERSPAWN SOLID EXPLOSIVEDAMAGEONLY RESURECTABLE COMPASS ALLIED AXIS MOUNTED_GUN
605-------- KEYS --------
606"modelscale" Scale multiplier (defaults to 1, and scales uniformly)
607"modelscale_vec" Set scale per-axis.  Overrides "modelscale", so if you have both, the "modelscale" is ignored
608"model2" optional md3 to draw over the solid clip brush
609"scriptname" name used for scripting purposes
610"health" optionally make this entity damagable
611"tagent" target entity a mounted gun will be attached to
612"gun" variable gun type, only other option other than default is "browning"
613-------- SPAWNFLAGS --------
614TRIGGERSPAWN wont spawn until activated
615SOLID non-solid unless set
616EXPLOSIVEDAMAGEONLY will only take damage from explosive weapons
617RESURECTABLE will not disappear when fully damaged
618COMPASS shows up on compass
619ALLIED only axis can damage
620AXIS only allies can damage
621MOUNTED_GUN has a mounted gun attached to it
622-------- NOTES --------
623Scripted brush entity. A simplified means of moving brushes around based on events.
624*/
625
626/*QUAKED target_delay (1 1 0) (-8 -8 -8) (8 8 8)
627-------- KEYS --------
628"wait" seconds to pause before firing targets.
629"random" delay variance, total delay = delay +/- random seconds
630-------- SPAWNFLAGS --------
631(none)
632-------- NOTES --------
633Fires off targets after a delay.
634*/
635
636/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR VIS_MULTIPLE NO_PVS
637-------- KEYS --------
638"noise"	wav file to play
639"wait" Seconds between auto triggerings, 0 = don't auto trigger
640"random" wait variance, default is 0
641"volume" allows variance of the volume of the speaker, default is 255 (limit is 65535, but digital distortion will cut in long before then)
642-------- SPAWNFLAGS --------
643NO_PVS - this sound will not turn off when not in the player's PVS
644-------- NOTES --------
645A global sound will play full volume throughout the level.
646Activator sounds will play on the player that activated the target.
647Global and activator sounds can't be combined with looping.
648Normal sounds play each time the target is used.
649Looped sounds will be toggled by use functions.
650Multiple identical looping sounds will just increase volume without any speed cost.
651*/
652
653/*QUAKED target_fog (1 1 0) (-8 -8 -8) (8 8 8)
654-------- KEYS --------
655"distance" sets fog distance.  Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present)
656"near" is fog start distance when using distance fog
657"time" time it takes to change fog to new value.  default time is 1 sec
658-------- SPAWNFLAGS --------
659(none)
660-------- NOTES --------
661color picker chooses color of fog
662distance value sets the type of fog.  values > 1 are distance fog (ex. 2048), values < 1 are density fog (ex. .0002)
663*/
664
665/*QUAKED target_smoke (1 0 0) (-32 -32 -16) (32 32 16) BLACK WHITE SMOKEON GRAVITY
666-------- KEYS --------
667"delay" this is the maximum smoke that will show up, default 100ms
668"time" time before the smoke disipates, default 5000ms
669"duration" time before the smoke starts to alpha, default 2000ms
670"start_size" default 24
671"end_size" default 96
672"wait" the rate at which it will travel up, default 50
673"shader" custom shader to use, overrides spawnflags
674-------- SPAWNFLAGS --------
675BLACK black smoke
676WHITE white/grey smoke
677SMOKEON starts on
678GRAVITY is affected by gravity
679-------- NOTES --------
680A particle emmiter
681*/
682
683/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
684This doesn't perform any actions except fire its targets.
685The activator can be forced to be from a certain team.
686if RANDOM is checked, only one of the targets will be fired, not all of them
687"key" specifies an item you can be carrying that affects the operation of this relay
688this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
689NOKEY_ONLY means "fire only if I do /not/ have the specified key"
690TAKE_KEY removes the key from the players inventory
691"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
692By default this sound is "sound/movers/doors/default_door_locked.wav"
693NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
694
695key stuff is most likey invalid in ET
696*/
697
698/*QUAKED target_rumble (0 0.75 0.8) (-8 -8 -8) (8 8 8) STARTOFF
699-------- KEYS --------
700"wait" time the entity will enable rumble effect, default 2
701"pitch" value from 1 to 10 default is 5
702"yaw" value from 1 to 10 default is 5
703"rampup" how much time it will take to reach maximum pitch and yaw in seconds
704"rampdown" how long till effect ends after rampup is reached in seconds
705"startnoise" startingsound
706"noise" the looping sound entity is to make
707"endnoise" endsound
708"duration" the amount of time the effect is to last ei 1.0 sec 3.6 sec
709-------- SPAWNFLAGS --------
710(none)
711-------- NOTES --------
712Causes clients' views to shake
713*/
714
715/*QUAKED team_CTF_redspawn (1 0 0) (-18 -18 -24) (18 18 48) INVULNERABLE STARTACTIVE
716-------- KEYS --------
717(none)
718-------- SPAWNFLAGS --------
719INVULNERABE player always spawn invulnerable, so the usage of this flag
720is unknown. The official ET maps seem to always set it.
721STARTACTIVE this spawn is active at map start
722-------- NOTES --------
723potential spawning position for axis team in wolfdm games.
724
725This allows spawnpoints to advance across the battlefield as new ones are
726placed and/or activated. If target is set, point spawnpoint toward target activation
727*/
728
729/*QUAKED team_CTF_bluespawn (0 0 1) (-18 -18 -24) (18 18 48) INVULNERABLE STARTACTIVE
730-------- KEYS --------
731(none)
732-------- SPAWNFLAGS --------
733INVULNERABE player always spawn invulnerable, so the usage of this flag
734is unknown. The official ET maps seem to always set it.
735STARTACTIVE this spawn is active at map start
736-------- NOTES --------
737potential spawning position for allied team in wolfdm games.
738
739This allows spawnpoints to advance across the battlefield as new ones are
740placed and/or activated. If target is set, point spawnpoint toward target activation
741*/
742
743/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
744-------- KEYS --------
745"model"		Set model to display in game
746"message"	Name of object in game (ex: the Radar Parts)
747"scriptname"	name used for scripting purposes
748-------- SPAWNFLAGS --------
749(none)
750-------- NOTES --------
751Used for dual objectives in ET.
752*/
753
754/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
755-------- KEYS --------
756"model"		Set model to display in game
757"message"	Name of object in game (ex: the Radar parts)
758"scriptname"	name used for scripting purposes
759-------- SPAWNFLAGS --------
760(none)
761-------- NOTES --------
762Used for dual objectives in ET.
763*/
764
765/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
766This is the flagpole players touch to gain control of a checkpoint, usually connected to spawnpoints
767
768It will call specific trigger funtions in the map script for this object.
769When allies capture, it will call "allied_capture".
770When axis capture, it will call "axis_capture".
771
772 if spawnpoint flag is set, capture will turn on targeted spawnpoints
773 for capture team and turn *off* targeted spawnpoints for opposing team
774
775 the CP_HOLD spawnflag is leftover from something unfinished in RTCW, so probably does not do anything
776
777"model"      model to use (will use same animations as flagpole however)
778"scriptname" name of script which contains allied_capture and axis_capture triggers
779*/
780
781/*QUAKED team_WOLF_objective (1 1 0.3) (-16 -16 -24) (16 16 32) DEFAULT_AXIS DEFAULT_ALLIES
782-------- KEYS --------
783"description" short text key for objective name that will appear in objective selection in limbo UI.
784-------- SPAWNFLAGS --------
785DEFAULT_AXIS This spawn region belongs to the Axis at the start of the map
786DEFAULT_ALLIES This spawn region belongs to the Alles at the start of the map
787-------- NOTES --------
788marker for objective
789
790This marker will be used for computing effective radius for
791dynamite damage, as well as generating a list of objectives
792that players can elect to spawn near to in the limbo spawn
793screen.
794*/
795
796/*QUAKED trigger_multiple (.5 .5 .5) ? AXIS_ONLY ALLIED_ONLY - - SOLDIER_ONLY FIELDOPS_ONLY MEDIC_ONLY ENGINEER_ONLY COVERTOPS_ONLY
797-------- KEYS --------
798"wait" Seconds between triggerings, 0.5 default, -1 = one time only.
799"random" wait variance, default is 0
800-------- SPAWNFLAGS --------
801AXIS_ONLY only axis may trigger this
802ALLIED_ONLY only allies may trigger this
803SOLDIER_ONLY only soldiers may trigger this
804FIELDOPS_ONLY only fieldops may trigger this
805MEDIC_ONLY only medics may trigger this
806ENGINEER_ONLY only engineers may trigger this
807COVERTOPS_ONLY only covertops may trigger this
808-------- NOTES --------
809Variable sized repeatable trigger.  Must be targeted at one or more entities.
810so, the basic time between firing is a random time between
811(wait - random) and (wait + random)
812*/
813
814/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
815-------- KEYS --------
816(none)
817-------- SPAWNFLAGS --------
818(none)
819-------- NOTES --------
820A trigger which fires at map start, redundant through script usage.
821*/
822
823/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD
824-------- KEYS --------
825"speed"	defaults to 1000
826-------- SPAWNFLAGS --------
827BOUNCEPAD play bounce noise instead of windfly
828-------- NOTES --------
829Pushes the activator in the direction.of angle, or towards a target apex.
830*/
831
832/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW ONCE
833-------- KEYS --------
834"dmg" default 5
835"life"	time this brush will exist if value is 0 will live for ever i.e. 0.5sec 2sec default 0
836-------- SPAWNFLAGS --------
837SILENT			supresses playing the sound
838SLOW			changes the damage rate to once per second
839NO_PROTECTION	*nothing* stops the damage
840-------- NOTES --------
841Any entity that touches this will be hurt.
842It does dmg points of damage each server frame
843Targeting the trigger will toggle its on / off state.
844The entity must be used first before it will count down its life
845*/
846
847/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
848-------- KEYS --------
849"wait" base time between triggering all targets, default is 1
850"random" wait variance, default is 0
851-------- SPAWNFLAGS --------
852START_ON starts enabled
853-------- NOTES --------
854This should be renamed trigger_timer...
855Repeatedly fires its targets.
856Can be turned on or off by using.
857
858So, the basic time between firing is a random time between (wait - random) and (wait + random)
859*/
860
861/*QUAKED trigger_once (.5 .5 .5) ? AXIS_ONLY ALLIED_ONLY - - SOLDIER_ONLY FIELDOPS_ONLY MEDIC_ONLY ENGINEER_ONLY COVERTOPS_ONLY
862-------- KEYS --------
863(none)
864-------- SPAWNFLAGS --------
865AXIS_ONLY only axis may trigger this
866ALLIED_ONLY only allies may trigger this
867SOLDIER_ONLY only soldiers may trigger this
868FIELDOPS_ONLY only fieldops may trigger this
869MEDIC_ONLY only medics may trigger this
870ENGINEER_ONLY only engineers may trigger this
871COVERTOPS_ONLY only covertops may trigger this
872-------- NOTES --------
873Must be targeted at one or more entities.
874Once triggered, this entity is destroyed
875(you can actually do the same thing with trigger_multiple with a wait of -1)
876*/
877
878/*QUAKED trigger_objective_info (.5 .5 .5) ? AXIS_OBJECTIVE ALLIED_OBJECTIVE - TANK IS_OBJECTIVE IS_HEALTHAMMOCABINET IS_COMMANDPOST
879-------- KEYS --------
880"customimage" image used on the commandmap, overrides the team-individual ones
881"customaxisimage" image to show axis players on the commandmap
882"customalliesimage" image to show allied players on the commandmap
883"track"	Mandatory, this text will be appended to "You are near "
884"target" You may target dynamitable objectives
885"score" If targeting a dynamitable objective, give this score when blown.
886"shortname" Name to display on the command map
887-------- SPAWNFLAGS --------
888AXIS_OBJECTIVE  Set if targeting an objective owned by AXIS, then only allied dynamite will blow it up.
889ALLIED_OBJECTIVE Set if targeting an objective owned by ALLIES, then only axis dynamite will blow it up.
890TANK Will use a tank icon on the command map
891IS_COMMANDPOST Will use a command post icon on the command map
892IS_HEALTHAMMOCABINET Will use a healthammo cabinet icon on the command map
893IS_OBJECTIVE Will use a standard objective icon on the command map
894-------- NOTES --------
895Players in this field will see a message saying that they are near an objective.
896Also, if targeting a dynamitable objective, the dynamite must be armed inside
897of the trigger to blow up the objective.
898
899*/
900
901/*QUAKED info_train_spline_main (0 1 0) (-8 -8 -8) (8 8 8)
902-------- KEYS --------
903"targetname" name of this point
904"target" target spline point
905"control" sets a control point for this spline
906"controlX" (where X is a number greater than or equal to 2) sets additional control points
907-------- SPAWNFLAGS --------
908(none)
909-------- NOTES --------
910Defines a main point for a spline curve.
911*/
912
913/*QUAKED info_train_spline_control (1 .5 1) (-8 -8 -8) (8 8 8)
914-------- KEYS --------
915(none)
916-------- SPAWNFLAGS --------
917(none)
918-------- NOTES --------
919Defines a control point for a spline curve.
920*/
921
922/*QUAKED func_constructible (.9 .75 .15) ? START_BUILT INVULNERABLE AXIS_CONSTRUCTIBLE ALLIED_CONSTRUCTIBLE
923-------- KEYS --------
924"track"		functions as a group name. All entities with the same 'track' as the func_constructible will be constructed at the same time.
925"constages"	list of target func_brushmodel entities (up to 3) that make up the construction stages (example: "stage1;stage2;")
926"desstages"	list of target func_brushmodel entities (up to 3) that make up the destruction stages (example: "desstage1;desstage2;")
927-------- SPAWNFLAGS --------
928START_BUILT : building starts built
929INVULNERABLE : building can't be destroyed
930AXIS_CONSTRUCTIBLE : building is constructible by axis
931ALLIED_CONSTRUCTIBLE : building is constructible by allies
932-------- NOTES --------
933A constructible object that functions as target for engineers.
934*/
935
936/*QUAKED func_brushmodel (.9 .50 .50) ?
937-------- KEYS --------
938(none)
939-------- SPAWNFLAGS --------
940(none)
941-------- NOTES --------
942A brushmodel that gets deleted on the fourth frame. We use this to hijack it's brushmodel in func_constructible
943entities that are based around staged construction.
944*/
945
946/*QUAKED trigger_flagonly_multiple (.5 .5 .5) ? RED_FLAG BLUE_FLAG
947-------- KEYS --------
948"scriptName"	The object name in the script file
949-------- SPAWNFLAGS --------
950RED_FLAG only trigger if player is carrying red flag
951BLUE_FLAG only trigger if player is carrying blue flag
952-------- NOTES --------
953Player must be carrying the proper flag for it to trigger.
954It will call the "death" function in the object's script.
955*/
956
957/*QUAKED misc_beam (0 .5 .8) (-8 -8 -8) (8 8 8)
958-------- KEYS --------
959"target"	start of beam
960"message"	end of beam
961"shader"	the shader
962-------- SPAWNFLAGS --------
963(none)
964-------- NOTES --------
965When on, displays a electric beam from target to target2.
966Used by the cranes in railgun.
967*/
968
969/*QUAKED target_explosion (0 .5 .8) (-32 -32 -32) (32 32 32) LOWGRAV
970-------- KEYS --------
971"type" type of debris
972-------- SPAWNFLAGS --------
973LOWGRAV the explosive debris will move with low gravity
974-------- NOTES --------
975debris types:
976	"glass"
977	"wood" (default)
978	"metal"
979	"gibs"
980	"brick"
981	"rock"
982	"fabric"
983*/
984
985/*QUAKED trigger_heal (.5 .5 .5) ?
986-------- KEYS --------
987"healrate" rate of healing per second, default 20 (whole numbers only)
988"healtotal" the maximum of healing this trigger can do. if <= 0, it's unlimited. default 0 (whole numbers only)
989"target" cabinet that this entity is linked to
990-------- SPAWNFLAGS --------
991(none)
992-------- NOTES --------
993Any entity that touches this will be healed at a specified rate up to a specified maximum.
994*/
995
996/*QUAKED trigger_ammo (.5 .5 .5) ?
997-------- KEYS --------
998"ammorate"		rate of ammo clips per second. default 1. (whole number only)
999"ammototal"		the maximum clips of ammo this trigger can add. if <= 0, it's unlimited. default 0 (whole numbers only)
1000"target"		cabinet that this entity is linked to
1001-------- SPAWNFLAGS --------
1002(none)
1003-------- NOTES --------
1004Any entity that touches this will get additional ammo a specified rate up to a specified maximum.
1005*/
1006
1007/*QUAKED misc_cabinet_health (.5 .5 .5) (-20 -20 0) (20 20 60)
1008model="models/mapobjects/supplystands/stand_health.md3"
1009-------- KEYS --------
1010(none)
1011-------- SPAWNFLAGS --------
1012(none)
1013-------- NOTES --------
1014Entity to link trigger_heal entity to, for visual display
1015*/
1016
1017/*QUAKED misc_cabinet_supply (.5 .5 .5) (-20 -20 0) (20 20 60)
1018model="models/mapobjects/supplystands/stand_ammo.md3"
1019-------- KEYS --------
1020(none)
1021-------- SPAWNFLAGS --------
1022(none)
1023-------- NOTES --------
1024Entity to link trigger_ammo entity to, for visual display
1025*/
1026
1027/*QUAKED func_debris (.5 .5 .5) ?
1028-------- KEYS --------
1029"speed" modifies how fast the debris starts at default 800
1030-------- SPAWNFLAGS --------
1031(none)
1032-------- NOTES --------
1033Target at an entity for direction of travel
1034This entity MUST have a targetname
1035*/
1036
1037/*QUAKED _decal (0 1.0 0) ?
1038-------- KEYS --------
1039"target" the name of the entity targetted at for projection
1040-------- SPAWNFLAGS --------
1041(none)
1042-------- NOTES --------
1043Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection.
1044*/
1045
1046/*QUAKED info_limbo_camera (0.5 0 0) (-8 -8 -8) (8 8 8) LMS_ONLY ALL_MODES
1047-------- KEYS ---------
1048"objective" a number starting from 0 possibly going anywhere up to 8, but maybe more later. (only required for objectives, not spawns)
1049a value of 0 corresponds to the default, non-objective view in the limbo screen
1050-------- SPAWNFLAGS --------
1051DEFAULT is all modes NOT including LMS mode.
1052LMS_ONLY is used for limbo cameras that only appear in LMS mode.
1053ALL_MODES is used for limbo cameras that appear in all modes including LMS.
1054-------- NOTES --------
1055Target an "info_notnull" entity EXCEPT for cameras overlooking SPAWNS (which target the "yellow blob", AKA team_WOLF_objective).
1056*/
1057
1058/*QUAKED misc_commandmap_marker (0 0.85 .85) (-16 -16 0) (16 16 16) ONLY_AXIS ONLY_ALLIED
1059-------- KEYS --------
1060(none)
1061-------- SPAWNFLAGS --------
1062ONLY_AXIS only shows for axis players
1063ONLY_ALLIED only shows for allied players
1064-------- NOTES --------
1065Has to be targetted by a trigger_objective_info to work.
1066Command map marker entity. When set to state default it shows, any other state and it isn't visible.
1067*/
1068
1069