1<?xml version="1.0"?>
2<!--
3INSTRUCTIONS
4This document contains the editor descriptions for all the new entities in
5use in Quake III: Team Arena.
6-->
7
8<classes>
9
10<point name="ammo_nails" color=".3 .3 1" box="16 -16 -16 16 16 16" model="models/powerups/ammo/nailgunam.md3">
11Nailgun ammo. Gives the player 25 by default.
12-------- KEYS --------
13<real key="wait" name="Respawn Delay">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
14<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
15<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when picked up (default 10).</integer>
16<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
17<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
18<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
19<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
20<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
21<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
22<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
23<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
24-------- SPAWNFLAGS --------
25<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
26-------- NOTES --------
27The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
28
29When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
30</point>
31
32<point name="ammo_mines" color=".3 .3 1" box="16 -16 -16 16 16 16" model="models/powerups/ammo/proxmineam.md3">
33Prox Launcher ammo. Gives the player 5 by default.
34-------- KEYS --------
35<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 40, -1 = never respawn).</real>
36<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
37<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when picked up (default 10).</integer>
38<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string> Any teamed item with the same value will be part of this team.
39<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
40<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
41<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
42<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
43<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
44<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
45<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
46-------- SPAWNFLAGS --------
47<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
48-------- NOTES --------
49The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
50
51When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
52</point>
53
54<point name="ammo_belt" color=".3 .3 1" box="16 -16 -16 16 16 16" model="models/powerups/ammo/chaingunam.md3">
55Chaingun ammo. Gives the player 100 by default.
56-------- KEYS --------
57<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 40, -1 = never respawn).</real>
58<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
59<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when picked up (default 10).</integer>
60<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
61<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
62<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
63<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
64<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
65<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
66<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
67<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
68-------- SPAWNFLAGS --------
69<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
70-------- NOTES --------
71The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
72
73When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
74</point>
75
76<!--
77===========================================================================
78
79HOLDABLE_* ENTITIES
80
81===========================================================================
82-->
83
84<point name="holdable_kamikaze" color=".3 .3 1" box="16 -16 -16 16 16 16" model="models/powerups/kamikazi.md3">
85One use kamikaze item that can be picked up and used later. Does an initial wave of shock damage, knockback, then 200 damage to everything in a 256 radius. It kills the using player when used. Player can only carry one holdable item at a time.
86-------- KEYS --------
87<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 60, -1 = never respawn).</real>
88<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
89<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
90<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
91<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
92<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
93<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
94<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
95<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
96<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
97-------- SPAWNFLAGS --------
98<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
99-------- NOTES --------
100The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
101
102When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
103</point>
104
105<point name="holdable_invulnerability" color=".3 .3 1" box="16 -16 -16 16 16 16" model="models/powerups/holdable/invulnerability.md3">
106Invulnerability. Creates an energy shield that protects the player against all weapons except proximity mines. Effect lasts XX seconds.
107-------- KEYS --------
108<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 60, -1 = never respawn).</real>
109<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
110<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
111<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
112<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
113<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
114<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
115<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
116<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
117<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
118-------- SPAWNFLAGS --------
119<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
120-------- NOTES --------
121The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
122
123When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
124</point>
125
126<!--
127===========================================================================
128
129PERSISTANT POWERUPS (instant use, last until death)
130
131===========================================================================
132-->
133
134<point name="item_scout" color="0.3 0.3 1" box="16 -16 -16 16 16 16" model="models/powerups/scout.md3">
135Scout power-up.  Player moves at 2/3 haste speed.  Increases rate of fire. Lasts until death.
136-------- KEYS --------
137<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 0, -1 = never respawn).</real>
138<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
139<real key="count" name="Powerup Duration">time in seconds power-up will last when picked up (default 30).</real>
140<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
141<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
142<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
143<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
144<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
145<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
146<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
147<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
148<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
149<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
150<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
151-------- SPAWNFLAGS --------
152<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
153<flag key="REDTEAM" name="Red Team Only" bit="1">only players on the red team may pick up this item.</flag>
154<flag key="BLUETEAM" name="Blue Team Only" bit="2">only players on the blue team may pick up this item.</flag>
155-------- NOTES --------
156These team entities are intended to respawn instantly.  The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
157
158When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
159</point>
160
161<point name="item_guard" color="0.3 0.3 1" box="16 -16 -16 16 16 16" model="models/powerups/guard.md3">
162Guard power-up.  Gives player 200 regenerating health and 200 armor (without decay over time).  Lasts until death.
163-------- KEYS --------
164<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 0, -1 = never respawn).</real>
165<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
166<real key="count" name="Powerup Duration">time in seconds power-up will last when picked up (default 30).</real>
167<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
168<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
169<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
170<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
171<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
172<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
173<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
174<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
175-------- SPAWNFLAGS --------
176<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
177<flag key="REDTEAM" name="Red Team Only" bit="1">only players on the red team may pick up this item.</flag>
178<flag key="BLUETEAM" name="Blue Team Only" bit="2">only players on the blue team may pick up this item.</flag>
179-------- NOTES --------
180These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
181
182When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
183</point>
184
185<point name="item_doubler" color="0.3 0.3 1" box="16 -16 -16 16 16 16" model="models/powerups/doubler.md3">
186Doubler power-up.  Doubles the damage of player's weapons.  Lasts until death.
187-------- KEYS --------
188<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 0, -1 = never respawn).</real>
189<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
190<real key="count" name="Powerup Duration">time in seconds power-up will last when picked up (default 30).</real>
191<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
192<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
193<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
194<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
195<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
196<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
197<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
198<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
199-------- SPAWNFLAGS --------
200<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
201<flag key="REDTEAM" name="Red Team Only" bit="1">only players on the red team may pick up this item.</flag>
202<flag key="BLUETEAM" name="Blue Team Only" bit="2">only players on the blue team may pick up this item.</flag>
203-------- NOTES --------
204These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
205
206When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
207</point>
208
209<point name="item_ammoregen" color="0.3 0.3 1" box="16 -16 -16 16 16 16" model="models/powerups/ammo.md3">
210Ammo Regen power-up. Slowly regenerates ammo count for all weapons currently possessed by the player.
211-------- KEYS --------
212<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
213<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 0, -1 = never respawn).</real>
214<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
215<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
216<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
217<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
218<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
219<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
220<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
221<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
222<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
223-------- SPAWNFLAGS --------
224<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
225<flag key="REDTEAM" name="Red Team Only" bit="1">only players on the red team may pick up this item.</flag>
226<flag key="BLUETEAM" name="Blue Team Only" bit="2">only players on the blue team may pick up this item.</flag>
227-------- NOTES --------
228These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
229
230When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
231</point>
232
233<!--
234===========================================================================
235TEAM ARENA TEAMPLAY ENTITIES [NEW]
236
237=============================================================================
238-->
239
240<point name="team_CTF_neutralflag" color="1 .2 1" box="16 -16 -24 16 16 32" model="models/flags/n_flag.md3">
241Neutral flag (One Flag CTF only).
242-------- KEYS --------
243<angle key="angle" name="Facing Angle">an angle facing needs to be set for this entity. This item has a specific facing.</angle>
244<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
245-------- SPAWNFLAGS --------
246<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
247</point>
248
249<point name="team_redobelisk" color="1 .2 0" box="16 -16 0 16 16 88" model="models/powerups/overload_base.md3">
250Red team Obelisk. Used for Overload, CTF, Oneflag, and Harvester game types for various functions. Facing needs to be set.
251-------- KEYS --------
252<angle key="angle" name="Facing Angle">an angle facing needs to be set for this entity. This item has a specific facing.</angle>
253<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
254-------- NOTES --------
255Do not assign a gametype to this item unless the location of your CTF flags and your Overload obelisk will be different. It is used in all four team game types. The game will call for it as needed.
256-------- SPAWNFLAGS --------
257<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
258</point>
259
260<point name="team_blueobelisk" color="0 .2 1" box="16 -16 0 16 16 88" model="models/powerups/overload_base.md3">
261Blue team Obelisk. Used for Overload and Harvester game types. Facing needs to be set.
262-------- KEYS --------
263<angle key="angle" name="Facing Angle">an angle facing needs to be set for this entity. This item has a specific facing.</angle>
264<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
265-------- NOTES --------
266Do not assign a gametype to this item. It is used in all four team game types. the The game will call for it as needed.
267</point>
268
269<point name="team_neutralobelisk" color="1 .2 1" box="16 -16 0 16 16 88" model="models/powerups/obelisk/obelisk.md3">
270Neutral Obelisk (Harvester only).
271-------- KEYS --------
272<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
273</point>
274
275
276
277<!--
278===========================================================================
279TEAM ARENA WEAPONS
280
281===========================================================================
282-->
283
284<point name="weapon_chaingun" color="0 0 1" box="16 -16 -16 16 16 16" model="models/weapons/vulcan/vulcan.md3">
285Chaingun. A rapid fire instant hit weapon.
286-------- KEYS --------
287<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 5, -1 = never respawn).</real>
288<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
289<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when weapon is picked up (default 10).</integer>
290<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
291<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
292<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
293<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
294<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
295<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
296<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
297<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
298-------- SPAWNFLAGS --------
299<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
300-------- NOTES --------
301The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
302
303When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
304</point>
305
306<point name="weapon_nailgun" color="0 0 1" box="16 -16 -16 16 16 16" model="models/weapons/nailgun/nailgun.md3">
307Nailgun.
308-------- KEYS --------
309<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 5, -1 = never respawn).</real>
310<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
311<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when weapon is picked up (default 10).</integer>
312<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
313<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
314<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
315<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
316<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
317<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
318<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
319-------- SPAWNFLAGS --------
320<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
321-------- NOTES --------
322The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
323
324When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
325</point>
326
327<point name="weapon_prox_launcher" color="0 0 1" box="16 -16 -16 16 16 16" model="models/weapons/proxmine/proxmine.md3">
328Proximity Mine Launcher. Lobs a mine which checks for proximity of a player or a time out. In team play, the mines are differentiated by teams.
329-------- KEYS --------
330<real key="wait" name="Respawn Delay">time in seconds before the item respawns after being picked up (default 5, -1 = never respawn).</real>
331<real key="random" name="Respawn Delay Variance">random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).</real>
332<integer key="count" name="Ammo Given">sets the amount of ammo given to the player when weapon is picked up (default 10).</integer>
333<string key="team" name="Team Name">set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).</string>
334<target key="target" name="Target">picking up the item will trigger the entity this points to.</target>
335<targetname key="targetname" name="Target Name">a target_give entity can point to this for respawn freebies.</targetname>
336<boolean key="notbot" name="Invisible To Bots">used to make an item invisible for bot attraction.</boolean>
337<boolean key="notfree" name="Hidden For FFA">when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.</boolean>
338<boolean key="notteam" name="Hidden For Teamplay">when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.</boolean>
339<boolean key="notsingle" name="Hidden For SP">when set to 1, entity will not spawn in Single Player mode (bot play mode).</boolean>
340<string key="gametype" name="Game Type">the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas.</string>
341-------- SPAWNFLAGS --------
342<flag key="SUSPENDED" name="No Drop To Floor" bit="0">item will spawn where it was placed in map and won't drop to the floor.</flag>
343-------- NOTES --------
344The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
345
346When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
347</point>
348
349</classes>
350