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