1// Tremulous entity definition file for GTKRadiant
2// Tim Angus <tma@op.ath.cx> 08/09/03
3// Update 2007-01-24 by Warrior: removed some references to bots, added
4// the team_alien_hive entity and fixed team_alien_acid_tube coordinates.
5// Update 2009-02-14 by Ingar: merged gpp1 entities.def
6
7// Based on entities.def from GTKRadiant 1.3.11 which in turn is based on...
8// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99
9// Upgraded by Eutectic: eutectic@ritualistic.com
10// (visible models added by raYGunn - paths provided by Suicide 20)
11// (terrain information added to func_group entity by Paul Jaquays)
12// Q3Map2 entitys/keys added by ydnar
13
14
15//=============================================================================
16
17LIGHT ENTITY
18
19//=============================================================================
20
21
22/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT
23Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
24
25-------- KEYS --------
26_light OR light: overrides the default 300 intensity.
27
28_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
29
30target: Lights pointed at a target will be spotlights.
31
32radius: overrides the default 64 unit radius of a spotlight at the target point.
33
34-------- Q3MAP2 KEYS --------
35_sun: Set this key to 1 on a spotlight to make an infinite sun light.
36
37fade: Fades light attenuation. Only affects linear lights.
38
39scale: Scales light attentation, from SOF2/JK2. Scales the "light" value.
40
41-------- SPAWNFLAGS --------
42LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
43
44NOANGLE: Ignore angle attenuation.
45
46NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting).
47*/
48
49/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT
50
51Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
52
53-------- KEYS --------
54_light OR light: overrides the default 300 intensity.
55
56_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
57
58target: Lights pointed at a target will be spotlights.
59
60radius: overrides the default 64 unit radius of a spotlight at the target point.
61
62-------- Q3MAP2 KEYS --------
63_sun: Set this key to 1 on a spotlight to make an infinite sun light.
64
65fade: Fades light attenuation. Only affects linear lights.
66
67scale: Scales light attentation, from SOF2/JK2. Scales the "light" value.
68
69-------- SPAWNFLAGS --------
70LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
71
72NOANGLE: Ignore angle attenuation.
73
74NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.
75*/
76
77//=============================================================================
78
79FUNC_* ENTITIES
80
81//=============================================================================
82
83/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
84Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.
85
86-------- KEYS --------
87speed: amount of time in seconds for one complete oscillation cycle (default 4).
88
89height: sets the amount of travel of the oscillation movement (default 32).
90
91phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
92
93noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).
94
95model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
96
97origin: alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).
98
99light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
100
101color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
102
103-------- Q3MAP2 KEYS --------
104_targetname: Used to attach a misc_model entity to this entity.
105
106_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
107
108_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
109
110_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
111
112_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
113
114-------- Q3MAP2 TERRAIN KEYS --------
115_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
116
117_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
118
119_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
120
121-------- SPAWNFLAGS --------
122X_AXIS: entity will bob along the X axis.
123Y_AXIS: entity will bob along the Y axis.
124
125-------- NOTES --------
126In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
127
128Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
129*/
130
131//=============================================================================
132
133/*QUAKED func_button (0 .5 .8) ?
134When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.
135
136-------- KEYS --------
137angle: determines the direction in which the button will move (up = -1, down = -2).
138
139target: all entities with a matching targetname will be triggered.
140
141speed: speed of button's displacement (default 40).
142
143wait: number of seconds button stays pressed (default 1, -1 = return immediately).
144
145lip: lip remaining at end of move (default 4 units).
146
147health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
148
149light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
150
151color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
152
153model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
154
155origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
156
157sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.
158
159-------- Q3MAP2 KEYS --------
160_targetname: Used to attach a misc_model entity to this entity.
161
162_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
163
164_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
165
166_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
167
168_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
169
170-------- Q3MAP2 TERRAIN KEYS --------
171_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
172
173_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
174
175_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
176
177-------- NOTES --------
178Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
179
180Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
181*/
182
183//=============================================================================
184
185/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER
186Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
187
188-------- KEYS --------
189angle: determines the opening direction of door (up = -1, down = -2).
190
191speed: determines how fast the door moves (default 100).
192
193wait: number of seconds before door returns (default 2, -1 = return immediately)
194
195lip: lip remaining at end of move (default 8)
196
197targetname: if set, a func_button or trigger is required to activate the door.
198
199health: (default 0) if set to any non-zero value, the door must take damage (any amount) to activate.
200
201dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
202
203team: assign the same team name to multiple doors that should operate together (see Notes).
204
205light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
206
207color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
208
209model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
210
211origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
212
213sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.
214
215sound2to1: the sound played when the door or platform moves from from state 2 to state 1.
216
217soundPos2: the sound played when the door or platform reaches state 2.
218
219soundPos1: the sound played when the door or platform reaches state 1.
220
221-------- Q3MAP2 KEYS --------
222_targetname: Used to attach a misc_model entity to this entity.
223
224_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
225
226_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
227
228_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
229
230_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
231
232-------- Q3MAP2 TERRAIN KEYS --------
233_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
234
235_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
236
237_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
238
239-------- SPAWNFLAGS --------
240START_OPEN: the door will spawn in the open state and operate in reverse.
241
242CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
243
244-------- NOTES --------
245Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
246
247Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
248*/
249
250//=============================================================================
251
252/*QUAKED func_door_model (0 .5 .8) ?
253A model based door entity. By default, the door will activate when player walks close to it. The opening and closing of the door is provided by an animation in the model itself.
254
255-------- KEYS --------
256speed: determines the time taken for the door to change state in msec (default 200).
257
258wait: number of seconds before door returns (default 2)
259
260targetname: if set, a func_button or trigger is required to activate the door.
261
262health: (default 0) if set to any non-zero value, the door must take damage (any amount) to activate.
263
264team: assign the same team name to multiple doors that should operate together (see Notes).
265
266light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
267
268color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
269
270model2: path/name of the door model (eg: models/mapobjects/pipe/pipe02.md3).
271
272modelOrigin: means of setting the origin of the model.
273
274scale: scale the model in each of the major axes (e.g. 1.0 1.0 2.0 -- twice as high as normal).
275
276animation: The first frame and number of frames in the door open animation (e.g. 0 10). This will be reversed for the close animation.
277
278sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.
279
280sound2to1: the sound played when the door or platform moves from from state 2 to state 1.
281
282soundPos2: the sound played when the door or platform reaches state 2.
283
284soundPos1: the sound played when the door or platform reaches state 1.
285
286-------- Q3MAP2 KEYS --------
287
288_targetname: Used to attach a misc_model entity to this entity.
289
290_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
291
292_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
293
294_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
295
296_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
297
298-------- Q3MAP2 TERRAIN KEYS --------
299_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
300
301_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
302
303_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
304
305-------- NOTES --------
306Every func_door_model needs its model to be positioned, scaled and orientated using the modelOrigin, scale and angle/angles keys repsectively.
307*/
308
309//=============================================================================
310
311/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER REVERSE - X_AXIS Y_AXIS
312Rotating door entity. By default, the door will activate when player walks close to it.
313
314-------- KEYS --------
315speed: determines how fast the door moves (in degrees/second).
316
317rotatorAngle: the number of degrees through which to rotate (default 90).
318
319wait: number of seconds before door returns (default 2)
320
321targetname: if set, a func_button or trigger is required to activate the door.
322
323health: (default 0) if set to any non-zero value, the door must take damage (any amount) to activate.
324
325dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
326
327team: assign the same team name to multiple doors that should operate together (see Notes).
328
329light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
330
331color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
332
333model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
334
335origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
336
337sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.
338
339sound2to1: the sound played when the door or platform moves from from state 2 to state 1.
340
341soundPos2: the sound played when the door or platform reaches state 2.
342
343soundPos1: the sound played when the door or platform reaches state 1.
344
345-------- Q3MAP2 KEYS --------
346_targetname: Used to attach a misc_model entity to this entity.
347
348_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
349
350_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
351
352_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
353
354_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
355
356-------- Q3MAP2 TERRAIN KEYS --------
357_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
358
359_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
360
361_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
362
363-------- SPAWNFLAGS --------
364START_OPEN: the door will spawn in the open state and operate in reverse.
365
366CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
367
368REVERSE: the door will open the other way.
369
370X_AXIS: rotate on the X axis instead of the Z.
371
372Y_AXIS: rotate on the Y axis instead of the Z.
373
374-------- NOTES --------
375Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
376
377Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
378
379You need to have an origin brush as part of this entity.  The 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.
380*/
381
382//=============================================================================
383
384/*QUAKED func_group (0 .5 .8) ?
385This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
386
387-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------
388alphamap: this is the path/name for the art file used to guide the mapping of textures on the terrain surface.
389
390layers: this integer value is the number unique root shaders that will be use on the terrain.
391
392shader: this is the path to the metashader used to assign textures to the terrain entity.
393
394terrain: this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.
395
396-------- Q3MAP2 KEYS --------
397_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
398
399_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
400
401_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
402
403_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
404
405-------- Q3MAP2 TERRAIN KEYS --------
406_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
407
408_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
409
410_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
411
412-------- NOTES --------
413The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.
414*/
415
416//=============================================================================
417
418/*QUAKED func_pendulum (0 .5 .8) ?
419Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.
420
421-------- KEYS --------
422angle: angle offset of axis of rotation from default X axis (default 0).
423
424speed: angle of swing arc in either direction from initial position (default 30).
425
426phase: sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
427
428noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
429
430model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
431
432origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
433
434light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
435
436color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
437
438-------- Q3MAP2 KEYS --------
439_targetname: Used to attach a misc_model entity to this entity.
440
441_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
442
443_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
444
445_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
446
447_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
448
449-------- Q3MAP2 TERRAIN KEYS --------
450_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
451
452_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
453
454_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
455
456-------- NOTES --------
457You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
458
459Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
460*/
461
462//=============================================================================
463
464/*QUAKED func_plat (0 .5 .8) ? DONT_WAIT
465Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).
466
467-------- KEYS --------
468speed: determines how fast the plat moves (default 150).
469
470lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
471
472height: if set, this will determine the total amount of vertical travel of the plat.
473
474dmg: damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.
475
476targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.
477
478light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
479
480color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
481
482model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
483
484origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
485
486sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.
487
488sound2to1: the sound played when the door or platform moves from from state 2 to state 1.
489
490soundPos2: the sound played when the door or platform reaches state 2.
491
492soundPos1: the sound played when the door or platform reaches state 1.
493
494-------- Q3MAP2 KEYS --------
495_targetname: Used to attach a misc_model entity to this entity.
496
497_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
498
499_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
500
501_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
502
503_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
504
505-------- SPAWNFLAGS --------
506DONT_WAIT: The platform will not wait for a client to leave before returning to its original position.
507
508-------- Q3MAP2 TERRAIN KEYS --------
509_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
510
511_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
512
513_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
514
515-------- NOTES --------
516By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
517
518There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.
519
520Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
521*/
522
523//=============================================================================
524
525/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
526Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.
527
528-------- KEYS --------
529speed: determines how fast entity rotates (default 100).
530
531noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
532
533model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
534
535origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
536
537light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
538
539color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
540
541-------- Q3MAP2 KEYS --------
542_targetname: Used to attach a misc_model entity to this entity.
543
544_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
545
546_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
547
548_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
549
550_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
551
552-------- Q3MAP2 TERRAIN KEYS --------
553_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
554
555_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
556
557_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
558
559-------- SPAWNFLAGS --------
560X_AXIS: entity will rotate along the X axis.
561
562Y_AXIS: entity will rotate along the Y axis.
563
564-------- NOTES --------
565You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
566
567Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
568*/
569
570//=============================================================================
571
572/*QUAKED func_static (0 .5 .8) ?
573Static non-solid bspmodel. Can be used for conditional walls and models.
574
575-------- KEYS --------
576model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
577
578origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
579
580light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
581
582color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
583
584targetname: NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).
585
586-------- Q3MAP2 KEYS --------
587_targetname: Used to attach a misc_model entity to this entity.
588
589_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
590
591_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
592
593_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
594
595_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
596
597-------- Q3MAP2 TERRAIN KEYS --------
598_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
599
600_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
601
602_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
603
604-------- NOTES --------
605When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.
606
607Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
608*/
609
610//=============================================================================
611
612/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
613Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.
614
615-------- KEYS --------
616wait: delay in seconds between each triggering of its targets (default 1).
617
618random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
619
620target: this points to the entities to trigger.
621
622targetname: a func_button or trigger that points to this will toggle the timer on/off when activated.
623
624-------- SPAWNFLAGS --------
625START_ON: timer will start on in the game and continuously fire its targets.
626
627-------- NOTES --------
628When 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).
629*/
630
631//=============================================================================
632
633/*QUAKED func_train (0 .5 .8) ? START_OFF BLOCK_STOPS
634Trains are moving solids that follow a string of path_corner entities. Trains in Tremulous are less basic than in Q3A, they also require an origin brush (see Notes).
635
636-------- KEYS --------
637speed: speed of displacement of train (default 100 or overridden by speed value of path).
638
639target: this points to the first path_corner of the path which is also the spawn location of the train's origin.
640
641model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
642
643origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
644
645light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
646
647color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
648
649-------- SPAWNFLAGS --------
650START_OFF: the train will spawn in the off state
651
652BLOCK_STOPS: with this set a train simply stops if blocked, instead of killing.
653
654-------- Q3MAP2 KEYS --------
655_targetname: Used to attach a misc_model entity to this entity.
656
657_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
658
659_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
660
661_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
662
663_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
664
665-------- Q3MAP2 TERRAIN KEYS --------
666_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
667
668_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
669
670_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
671
672-------- NOTES --------
6731. Trains instakill anything in their path by default.
6742. Trains cannot emit sound.
6753. When BLOCK_STOPS is set, trains cannot be stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
676
677Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
678
679Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/
680
681
682
683
684//=============================================================================
685
686INFO_* ENTITIES
687
688//=============================================================================
689
690/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
691Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
692
693-------- KEYS --------
694targetname: must match the target key of entity that uses this for pointing.
695*/
696
697
698//=============================================================================
699
700/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
701Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
702
703-------- KEYS --------
704targetname: must match the target key of entity that uses this for pointing.
705*/
706
707//=============================================================================
708
709/*QUAKED info_player_intermission (1 0 1) (-8 -8 -8) (8 8 8)
710Camera for intermission screen between matches. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.
711
712-------- KEYS --------
713angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
714
715target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
716
717*/
718
719//=============================================================================
720
721/*QUAKED info_alien_intermission (1 0 1) (-8 -8 -8) (8 8 8)
722Camera for aliens before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level.
723
724-------- KEYS --------
725angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
726
727target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
728*/
729
730//=============================================================================
731
732/*QUAKED info_human_intermission (1 0 1) (-8 -8 -8) (8 8 8)
733Camera for humans before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level.
734
735-------- KEYS --------
736angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
737
738target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
739*/
740
741//=============================================================================
742
743MISC_* ENTITIES
744
745//=============================================================================
746
747/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) CASTSHADOW AUtOCLIP FORCEMETA
748Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported.
749
750-------- KEYS --------
751angle: direction in which model will be oriented.
752
753model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).
754
755-------- Q3MAP2 KEYS --------
756angles: Individual control of PITCH, YAW, and ROLL (default 0 0 0).
757
758modelscale: Floating-point value used to scale a model up or down (default 1.0).
759
760modelscale_vec: Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0).
761
762_remap: Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".
763
764target: Used to attach the misc_model to a brush entity, where its "targetname" key is the same value.
765
766_lightmapscale: Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0).
767
768_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
769
770_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
771
772_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
773
774-------- SPAWNFLAGS --------
775CASTSHADOW: Toggles the model casting shadows on the map surfaces.
776
777AUTOCLIP: Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model. Use of Q3Map2 autoclipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain). The Q3Map2 autoclipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.
778
779FORCEMETA: Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped). This, effectively, is the "lightmapped model" spawnflag.
780
781*/
782
783//=============================================================================
784
785/*QUAKED misc_anim_model (1 .5 .25) (-16 -16 -16) (16 16 16) TRIGGER_TOGGLE
786A little like misc_model except that it is a game entity and does not become part of the map geometry. An instance of this entity will draw an arbituary md3 in the world with an arbituary frame or with an animation.
787
788-------- KEYS --------
789angle: direction in which model will be oriented.
790
791radius: The scale of the model compared to its original size. Defaults to 1.0.
792
793animation: The guts of the entity. This is identical to an entry in an animation.cfg - Start Frame, Number of frames, Looping Frames, Frame rate. For example 0 30 30 20 will play frames 0 through 30 continously at 20 fps.
794
795model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).
796
797-------- SPAWNFLAGS --------
798TRIGGER_TOGGLE: With this set triggering the entity disables the model altogether as opposed to the regular behaviour of toggling the animation.
799*/
800
801//=============================================================================
802
803/*QUAKED misc_particle_system (1 .5 .25) (-8 -8 -8) (8 8 8) SPAWN_DISABLED
804A particle system entity.
805
806-------- KEYS --------
807psName: The name of the particle system to spawn at this entity.
808
809-------- SPAWNFLAGS --------
810SPAWN_DISABLED: Spawn disabled.
811
812-------- NOTES --------
813Triggering this entity toggles it on and off.
814*/
815
816//=============================================================================
817/*QUAKED misc_light_flare (.65 .65 1) (-8 -8 -8) (8 8 8) SPAWN_DISABLED
818A light flare entity.
819
820-------- KEYS --------
821targetShaderName: The name of the shader of the light flare.
822
823radius: The radius key is a vector.
824The first component is the size of the light flare. The radius is calculated by taking the distance of the viewer from the light flare and dividing by this key, so the larger the key value, the smaller the flare. Values between 2 and 10 are sensible.
825The second component indicates the angle around the direction the flare points for which it is visible. For example a value of 90 means that you can see the flare while infront of the entity, but not when behind it. If set to zero the light flare will be visible from any angle
826The third component is similar to the first except that it specifies the size of the light source rather than the size of the light flare itself. This is useful when the higher detail flare fading modes are enabled. If this is set to the same value as the first component, fading will commence as soon as the edge of the light flare is occluded by some surface between the viewer and the flare. If it is set larger the flare will overlap the occluding surface before it begins to fade.
827
828angles: This reflects which direction the flare points. It is not important unless the second component of the radius key is employed. angles is a vector of PITCH YAW ROLL. For example a value of "90 0 0" would create a flare pointing down. ROLL is redundant in this context and can be set arbitrarily.
829
830-------- SPAWNFLAGS --------
831SPAWN_DISABLED: Spawn disabled.
832
833-------- NOTES --------
834Triggering this entity toggles it.
835*/
836
837//=============================================================================
838
839/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE
840Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction.
841
842-------- KEYS --------
843angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
844
845target: point this to a target_position entity to set the camera's pointing direction.
846
847targetname: a misc_portal_surface portal surface indicator must point to this.
848
849roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
850
851-------- SPAWNFLAGS --------
852SLOWROTATE: makes the portal camera rotate slowly along the roll axis.
853
854FASTROTATE: makes the portal camera rotate faster along the roll axis.
855
856-------- NOTES --------
857Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.
858*/
859
860//=============================================================================
861
862/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8)
863Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes).
864
865-------- KEYS --------
866target: point this to a misc_portal_camera that "sees" the view you want to display on the portal.
867
868-------- NOTES --------
869The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.
870*/
871
872//=============================================================================
873
874/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16)
875Teleport destination location point for trigger_teleporter entities.
876
877-------- KEYS --------
878angle: direction in which player will look when teleported.
879
880targetname: make the trigger_teleporter point to this.
881*/
882
883
884
885
886//=============================================================================
887
888PATH_* ENTITIES
889
890//=============================================================================
891
892/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
893Path corner entity that func_trains can be made to follow.
894
895-------- KEYS --------
896target: point to next path_corner in the path.
897
898targetname: the train following the path or the previous path_corner in the path points to this.
899
900speed: speed of func_train while moving to the next path corner. This will override the speed value of the train.
901
902wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).
903
904-------- NOTES --------
905Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.
906*/
907
908
909
910//=============================================================================
911
912TARGET_* ENTITIES
913
914//=============================================================================
915
916/*QUAKED target_rumble (1 0 0) (-8 -8 -8) (8 8 8)
917When triggered, this initiates a level-wide rumble effect. All players are affected.
918
919-------- KEYS --------
920speed: severity of the quake (default: 100)
921
922count: duration of the quake (default: 10)
923*/
924
925/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8)
926Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets.
927
928-------- KEYS --------
929targetname: activating trigger points to this.
930
931target: this points to entities to activate when this entity is triggered.
932
933wait: delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1).
934
935delay: same as wait? replaces it? WTF?...I'm confused now.
936
937random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
938
939-------- NOTES --------
940When 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).
941*/
942
943//=============================================================================
944
945/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8)
946This will kill the player who activates the trigger that fires this target.
947
948-------- KEYS --------
949targetname: the activating trigger points to this.
950*/
951
952//=============================================================================
953
954/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8)
955Location marker used for team chats. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.
956
957-------- KEYS --------
958message:  name of the location (text string). Displayed in parentheses in front of all team chat and order messages.
959
960count: color of the location text displayed in parentheses during team chat. Set to 0-7 for color.
961   0: white (default)
962   1: red
963   2: green
964   3: yellow
965   4: blue
966   5: cyan
967   6: magenta
968   7: white
969*/
970
971//=============================================================================
972
973/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
974Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular.
975
976-------- KEYS --------
977targetname: the entity that requires an aiming direction points to this.
978
979-------- NOTES --------
980To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.
981*/
982
983//=============================================================================
984
985/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) HUMAN_TEAM ALIEN_TEAM PRIVATE
986This will print a message on the center of the screen when triggered. By default, all the clients will see the message.
987
988-------- KEYS --------
989message: text string to print on screen.
990
991targetname: the activating trigger points to this.
992
993-------- SPAWNFLAGS --------
994HUMAN_TEAM: only the human team players will see the message.
995ALIEN_TEAM: only the alien team players will see the message.
996PRIVATE: only the player that activates the target will see the message.
997*/
998
999//=============================================================================
1000
1001/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD NOSOUND
1002This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.
1003
1004-------- KEYS --------
1005angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.
1006
1007speed: speed of push (default 1000). Has no effect if entity targets an aiming entity.
1008
1009targetname: the activating trigger points to this. Push originates from the location of the trigger.
1010
1011target: this points to the aiming entity to which the player will jump.
1012
1013-------- SPAWNFLAGS --------
1014BOUNCEPAD: if set, trigger will play bounce noise instead of beep noise when activated (recommended).
1015NOSOUND: if set, no sound is played at all
1016
1017-------- NOTES --------
1018To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.
1019*/
1020
1021//=============================================================================
1022
1023/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) HUMAN_ONLY ALIEN_ONLY RANDOM
1024This can only be activated by other triggers which will cause it in turn to activate its own targets.
1025
1026-------- KEYS --------
1027targetname: activating trigger points to this.
1028
1029target: this points to entities to activate when this entity is triggered.
1030
1031-------- SPAWNFLAGS --------
1032HUMAN_ONLY: only human team players can activate trigger.
1033ALIEN_ONLY: only alien team players can activate trigger.
1034RANDOM: one one of the targeted entities will be triggered at random.
1035*/
1036
1037//=============================================================================
1038
1039/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8)
1040This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points.
1041
1042-------- KEYS --------
1043targetname: ativating entity points to this.
1044
1045count: number of frag points to give to player (default 1).
1046*/
1047
1048//=============================================================================
1049
1050/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
1051Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.
1052
1053-------- KEYS --------
1054noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes).
1055
1056wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes).
1057
1058random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).
1059
1060targetname: the activating button or trigger points to this.
1061
1062-------- SPAWNFLAGS --------
1063LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered).
1064
1065LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered).
1066
1067GLOBAL: sound will play full volume throughout the level.
1068
1069ACTIVATOR: sound will play only for the player that activated the target.
1070
1071-------- NOTES --------
1072The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels.
1073
1074The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key 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).
1075*/
1076
1077//=============================================================================
1078
1079/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8)
1080Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.
1081
1082-------- KEYS --------
1083targetname: activating trigger points to this.
1084
1085target: this must point to a misc_teleporter_dest entity.
1086*/
1087
1088//=============================================================================
1089
1090/*QUAKED target_alien_win (1 0 0) (-8 -8 -8) (8 8 8)
1091When triggered, this causes an unconditional win for the alien team.
1092*/
1093
1094//=============================================================================
1095
1096/*QUAKED target_human_win (1 0 0) (-8 -8 -8) (8 8 8)
1097When triggered, this causes an unconditional win for the human team.
1098*/
1099
1100//=============================================================================
1101
1102/*QUAKED target_hurt (1 0 0) (-8 -8 -8) (8 8 8)
1103When triggered, this hurts the entity that caused the trigger.
1104
1105-------- KEYS --------
1106dmg: amount of damage to deal (default: 5)
1107*/
1108
1109//=============================================================================
1110
1111TEAM_* ENTITIES
1112
1113//=============================================================================
1114
1115/*QUAKED team_human_spawn (0 .2 1) (-40 -40 -4) (40 40 4)
1116The human spawn point.
1117
1118-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1119model="models/buildables/telenode/telenode.md3"
1120*/
1121
1122//=============================================================================
1123
1124/*QUAKED team_human_armoury (0 .2 1) (-40 -40 -13) (40 40 50)
1125The human armoury.
1126
1127-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1128model="models/buildables/arm/arm.md3"
1129*/
1130
1131//=============================================================================
1132
1133/*QUAKED team_human_dcc (0 .2 1) (-35 -35 -13) (35 35 47)
1134The human defense computer.
1135
1136-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1137model="models/buildables/dcc/dcc.md3"
1138*/
1139
1140//=============================================================================
1141
1142/*QUAKED team_human_medistat (0 .2 1) (-35 -35 -7) (35 35 7)
1143The human medical station.
1144
1145-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1146model="models/buildables/medistat/medistat.md3"
1147*/
1148
1149//=============================================================================
1150
1151/*QUAKED team_human_mgturret (0 .2 1) (-25 -25 -20) (25 25 20)
1152The human machinegun turret.
1153
1154-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1155model="models/buildables/mgturret/mgturret.md3"
1156*/
1157
1158//=============================================================================
1159
1160/*QUAKED team_human_reactor (0 .2 1) (-50 -50 -15) (50 50 95)
1161The human reactor.
1162
1163-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1164model="models/buildables/reactor/reactor.md3"
1165*/
1166
1167//=============================================================================
1168
1169/*QUAKED team_human_repeater (0 .2 1) (-15 -15 -15) (15 15 25)
1170The human repeater.
1171
1172-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1173model="models/buildables/repeater/repeater.md3"
1174*/
1175
1176//=============================================================================
1177
1178/*QUAKED team_human_tesla (0 .2 1) (-22 -22 -40) (22 22 40)
1179The human tesla generator.
1180
1181-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1182model="models/buildables/tesla/tesla.md3"
1183*/
1184
1185//=============================================================================
1186
1187
1188
1189/*QUAKED team_alien_spawn (1 .2 0) (-15 -15 -15) (15 15 15)
1190The alien spawn point.
1191
1192-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1193model="models/buildables/eggpod/eggpod.md3"
1194*/
1195
1196//=============================================================================
1197
1198/*QUAKED team_alien_acid_tube (1 .2 0) (-25 -25 -25) (25 25 25)
1199The alien acid tube.
1200
1201-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1202model="models/buildables/acid_tube/acid_tube.md3"
1203*/
1204
1205//=============================================================================
1206
1207/*QUAKED team_alien_barricade (1 .2 0) (-35 -35 -15) (35 35 60)
1208The alien barricade.
1209
1210-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1211model="models/buildables/barricade/barricade.md3"
1212*/
1213
1214//=============================================================================
1215
1216/*QUAKED team_alien_booster (1 .2 0) (-26 -26 -9) (26 26 9)
1217The alien booster.
1218
1219-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1220model="models/buildables/booster/booster.md3"
1221*/
1222
1223//=============================================================================
1224
1225/*QUAKED team_alien_hovel (1 .2 0) (-50 -50 -20) (50 50 20)
1226The alien hovel.
1227
1228-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1229model="models/buildables/hovel/hovel.md3"
1230*/
1231
1232//=============================================================================
1233
1234/*QUAKED team_alien_overmind (1 .2 0) (-45 -45 -15) (45 45 95)
1235The alien overmind.
1236
1237-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1238model="models/buildables/overmind/overmind.md3"
1239*/
1240
1241//=============================================================================
1242
1243/*QUAKED team_alien_trapper (1 .2 0) (-15 -15 -15) (15 15 15)
1244The alien trapper.
1245
1246-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1247model="models/buildables/trapper/trapper.md3"
1248*/
1249
1250//=============================================================================
1251
1252/*QUAKED team_alien_hive (1 .2 0) (-35 -35 -25) (35 35 25)
1253The alien hive.
1254
1255-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1256model="models/buildables/hive/hive.md3"
1257*/
1258
1259//=============================================================================
1260
1261
1262
1263//=============================================================================
1264
1265TRIGGER_* ENTITIES
1266
1267//=============================================================================
1268
1269/*QUAKED trigger_heal (.5 .5 .5) ? START_OFF SLOW
1270Any player that touches this will be healed. It does heal points of healage each server frame. Targeting the trigger will toggle its effects.
1271
1272-------- SPAWNFLAGS --------
1273START_OFF: needs to be triggered (toggle) to activate.
1274
1275SLOW: changes the heal rate to once per second.
1276
1277-------- KEYS --------
1278heal: Health points to heal (default 5)
1279*/
1280
1281//=============================================================================
1282
1283/*QUAKED trigger_ammo (.5 .5 .5) ? SLOW NOENERGY NOCASE
1284Any player that touches this will have the ammo for his held weapon restored. It gives ammo in chunks reflected by the key "ammo" each server frame.
1285
1286-------- SPAWNFLAGS --------
1287SLOW: changes the ammo rate to once per second.
1288
1289NOENERGY: disables this entity for energy weapons.
1290
1291NOCASE: disables this entity for case based weapons.
1292
1293-------- KEYS --------
1294ammo: Amount of ammo to give (default 1)
1295*/
1296
1297//=============================================================================
1298
1299/*QUAKED trigger_gravity (.5 .5 .5) ?
1300The gravity (for players) within this trigger is determined by the gravity key. Targetting this entity toggles its effects.
1301NOT THROUGHLY TESTED: please report whether or not this works for you.
1302
1303-------- KEYS --------
1304gravity: The gravity within this trigger (default 800).
1305*/
1306
1307//=============================================================================
1308
1309/*QUAKED trigger_buildable (.5 .5 .5) ? SPAWN_DISABLED NEGATE
1310Triggered by a buildable or subset of buildables. If no buildables key is supplied every buildable will trigger this entity.
1311Targetting this entity toggles it.
1312NOT THROUGHLY TESTED: please report whether or not this works for you.
1313
1314-------- KEYS --------
1315target: this points to the entity to activate.
1316
1317buildables: a comma delimited list of buildables which will trigger this entity.
1318
1319wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1320
1321random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
1322
1323-------- SPAWNFLAGS --------
1324SPAWN_DISABLED: needs to be triggered (toggle) to activate.
1325NEGATE: negate the trigger condition.
1326*/
1327
1328//=============================================================================
1329
1330/*QUAKED trigger_class (.5 .5 .5) ? SPAWN_DISABLED NEGATE
1331Triggered by a specific class or subset of classes. If no classes key is supplied every class will trigger this entity.
1332NOT THROUGHLY TESTED: please report whether or not this works for you.
1333
1334-------- KEYS --------
1335target: this points to the entity to activate.
1336
1337classes: a comma delimited list of classes which will trigger this entity.
1338
1339wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1340
1341random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
1342
1343-------- SPAWNFLAGS --------
1344SPAWN_DISABLED: needs to be triggered (toggle) to activate.
1345
1346NEGATE: negate the trigger condition.
1347*/
1348
1349//=============================================================================
1350
1351/*QUAKED trigger_equipment (.5 .5 .5) ? SPAWN_DISABLED NEGATE
1352Triggered by a player carrying some item (weapon or upgrade) or subset of items. If no equipment key is supplied every human will trigger this entity.
1353Targetting this entity toggles it.
1354NOT THROUGHLY TESTED: please report whether or not this works for you.
1355
1356-------- KEYS --------
1357target: this points to the entity to activate.
1358
1359equipment: a comma delimited list of equipment which will trigger this entity.
1360
1361wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1362
1363random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
1364
1365-------- SPAWNFLAGS --------
1366SPAWN_DISABLED: needs to be triggered (toggle) to activate.
1367
1368NEGATE: negate the trigger condition.
1369*/
1370
1371//=============================================================================
1372
1373/*QUAKED trigger_stage (.5 .5 .5) (-8 -8 -8) (8 8 8)
1374Fires its targets when the team key reaches stage key.
1375NOT THROUGHLY TESTED: please report whether or not this works for you.
1376
1377-------- KEYS --------
1378target: this points to the entity to activate.
1379
1380team: the team which triggers this entity; 1 for aliens, 2 for humans
1381
1382stage: the stage at which this entity is triggered; 1 for stage 2, 2 for stage 3
1383*/
1384
1385//=============================================================================
1386
1387/*QUAKED trigger_win (.5 .5 .5) (-8 -8 -8) (8 8 8)
1388Fires its targets when the team key wins.
1389NOT THROUGHLY TESTED: please report whether or not this works for you.
1390
1391-------- KEYS --------
1392target: this points to the entity to activate.
1393
1394team: the team which triggers this entity; 1 for aliens, 2 for humans
1395*/
1396
1397//=============================================================================
1398
1399/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
1400Automatic trigger. It will fire the entities it targets as soon as it spawns in the game.
1401
1402-------- KEYS --------
1403target: this points to the entity to activate.
1404*/
1405
1406//=============================================================================
1407
1408/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
1409Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt.
1410
1411-------- KEYS --------
1412dmg: number of points of damage inflicted to player per server frame (default 5 - integer values only).
1413
1414-------- SPAWNFLAGS --------
1415START_OFF needs to be triggered (toggle) for damage
1416
1417SILENT: supresses the sizzling sound while player is being hurt.
1418
1419NO_PROTECTION: player will be hurt regardless of protection (see Notes).
1420
1421SLOW: changes the damage rate to once per second.
1422
1423-------- NOTES --------
1424The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.
1425*/
1426
1427//=============================================================================
1428
1429/*QUAKED trigger_multiple (.5 .5 .5) ?
1430Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it.
1431
1432-------- KEYS --------
1433target: this points to the entity to activate.
1434
1435targetname: activating trigger points to this.
1436
1437wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1438
1439random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
1440
1441-------- NOTES --------
1442When 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).
1443*/
1444
1445//=============================================================================
1446
1447/*QUAKED trigger_push (.5 .5 .5) ?
1448This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.
1449
1450-------- KEYS --------
1451target: this points to the target_position to which the player will jump.
1452
1453-------- NOTES --------
1454To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.
1455*/
1456
1457//=============================================================================
1458
1459/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR SPAWN_DISABLED
1460Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
1461
1462-------- KEYS --------
1463target: this must point to a misc_teleporter_dest entity.
1464
1465-------- SPAWNFLAGS --------
1466SPECTATOR: only spectators can use this teleport.
1467Spectator teleporters are not normally placed in the editor, but are created
1468automatically near doors to allow spectators to move through them
1469*/
1470
1471//=============================================================================
1472
1473WORLDSPAWN ENTITY
1474
1475//=============================================================================
1476
1477/*QUAKED worldspawn (0 0 0) ?
1478Only used for the world.
1479-------- KEYS --------
1480message: text to print at user logon. Used for name of level.
1481
1482music: path/name of looping .wav file used for level's music (eg. music/sonic5.wav).
1483
1484humanBuildPoints: The maximum amount of power the humans can use. Defaults to 1000.
1485
1486humanMaxStage: The highest stage the humans are allowed to use [0/1/2]. Defaults to 2.
1487humanStage2Threshold: The number of kills the humans must aquire to advance to stage 2. Defaults to 50.
1488humanStage3Threshold: The number of kills the humans must aquire to advance to stage 3. Defaults to 100.
1489
1490alienBuildPoints: The maximum amount of sentience available to the overmind. Defaults to 1000.
1491
1492alienMaxStage: The highest stage the aliens are allowed to use [0/1/2]. Defaults to 2.
1493alienStage2Threshold: The number of kills the aliens must aquire to advance to stage 2. Defaults to 50.
1494alienStage3Threshold: The number of kills the aliens must aquire to advance to stage 3. Defaults to 100.
1495
1496disabledEquipment: A comma delimited list of human weapons or upgrades to disable for this map.
1497disabledClasses: A comma delimited list of alien classes to disable for this map.
1498disabledBuildables: A comma delimited list of buildables to disable for this map.
1499
1500_ambient OR ambient: Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
1501
1502_color: RGB value for ambient light color (default is 0 0 0).
1503
1504gravity: gravity of level (default is normal gravity: 800).
1505
1506gridsize: granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
1507
1508_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 a low structural brush density.
1509
1510-------- Q3MAP2 KEYS --------
1511_minlight: Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient.
1512
1513_minvertexlight: Minimum vertex lighting, levelwide.
1514
1515_mingridlight: Minimum lightgrid (dynamic entity lighting) levelwide.
1516
1517_keeplights: Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase.
1518
1519_noshadersun: Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights.
1520
1521_farplanedist: Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps.
1522
1523_foghull: Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.
1524
1525_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0).
1526
1527_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
1528
1529_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
1530
1531_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities.
1532
1533-------- Q3MAP2 TERRAIN KEYS --------
1534_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.
1535
1536_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.
1537
1538_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
1539*/
1540
1541