1
2// Warsow entity definition file for Q3Radiant
3// Version: 1.2
4// Last updated: 13/09/2008
5
6
7//=============================================================================
8
9WORLDSPAWN ENTITY
10
11//=============================================================================
12
13/*QUAKED worldspawn (0 0 0) ?
14Only used for the world.
15-------- KEYS --------
16message : text to print at user logon. Used for name of level.
17music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav).
18ambient : 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.
19_color : RGB value for ambient light color (default is 0 0 0).
20_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase (Warsow needs this to be set to 1!).
21gridsize : 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.
22_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.*/
23
24
25//=============================================================================
26
27WEAPON_* ENTITIES
28
29//=============================================================================
30
31/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
32Machinegun weapon pickup
33-------- KEYS --------
34target : activating this entity will trigger any entity with this as targetname.
35targetname : name to use for targeting this entity.
36wait : time in seconds before item spawns for the first time in the map (todo)
37team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
38notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
39notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
40notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
41gametype : list of gametype names in which this entity will be spawned, if any listed, it won't spawn at the rest.
42-------- SPAWNFLAGS --------
43SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
44-------- NOTES --------
45-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
46model="models/weapons/machinegun/machinegun.md3"
47*/
48
49//=============================================================================
50
51/*QUAKED weapon_riotgun (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
52Riot Gun
53-------- KEYS --------
54target : activating this entity will trigger any entity with this as targetname.
55targetname : name to use for targeting this entity.
56wait : time in seconds before item spawns for the first time in the map (todo)
57team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
58notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
59notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
60notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
61gametype : list of gametype names in which this entity will be spawned.
62-------- SPAWNFLAGS --------
63SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
64-------- NOTES --------
65The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
66In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
67-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
68model="models/weapons/riotgun/riotgun.md3"
69*/
70
71//=============================================================================
72
73/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
74Grenade Launcher
75-------- KEYS --------
76target : activating this entity will trigger any entity with this as targetname.
77targetname : name to use for targeting this entity.
78wait : time in seconds before item spawns for the first time in the map (todo)
79team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
80notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
81notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
82notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
83gametype : list of gametype names in which this entity will be spawned.
84-------- SPAWNFLAGS --------
85SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
86-------- NOTES --------
87The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
88In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
89-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
90model="models/weapons/glauncher/glauncher.md3"
91*/
92
93//=============================================================================
94
95/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
96Rocket Launcher
97-------- KEYS --------
98target : activating this entity will trigger any entity with this as targetname.
99targetname : name to use for targeting this entity.
100wait : time in seconds before item spawns for the first time in the map (todo)
101team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
102notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
103notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
104notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
105gametype : list of gametype names in which this entity will be spawned.
106-------- SPAWNFLAGS --------
107SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
108-------- NOTES --------
109The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
110In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
111-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
112model="models/weapons/rlauncher/rlauncher.md3"
113*/
114
115//=============================================================================
116
117/*QUAKED weapon_plasmagun (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
118Plasma Gun
119-------- KEYS --------
120target : activating this entity will trigger any entity with this as targetname.
121targetname : name to use for targeting this entity.
122wait : time in seconds before item spawns for the first time in the map (todo)
123team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
124notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
125notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
126notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
127gametype : list of gametype names in which this entity will be spawned.
128-------- SPAWNFLAGS --------
129SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
130-------- NOTES --------
131The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
132In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
133-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
134model="models/weapons/plasmagun/plasmagun.md3"
135*/
136
137//=============================================================================
138
139/*QUAKED weapon_electrobolt (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
140ElectroBolt
141-------- KEYS --------
142target : activating this entity will trigger any entity with this as targetname.
143targetname : name to use for targeting this entity.
144wait : time in seconds before item spawns for the first time in the map (todo)
145team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
146notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
147notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
148notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
149gametype : list of gametype names in which this entity will be spawned.
150-------- SPAWNFLAGS --------
151SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
152-------- NOTES --------
153The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
154In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
155-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
156model="models/weapons/electrobolt/electrobolt.md3"
157*/
158
159//=============================================================================
160
161/*QUAKED weapon_lasergun (1 0 .5) (-16 -16 -16) (16 16 48) SUSPENDED
162Lasergun
163-------- KEYS --------
164target : activating this entity will trigger any entity with this as targetname.
165targetname : name to use for targeting this entity.
166wait : time in seconds before item spawns for the first time in the map (todo)
167team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
168notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
169notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
170notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
171gametype : list of gametype names in which this entity will be spawned.
172-------- SPAWNFLAGS --------
173SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
174-------- NOTES --------
175The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
176In Warsow, "wait" will be understood only as delay for spawning the item once the map starts. Respawn item times depend on the gametype and can't be selected by the mapper.
177-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
178model="models/weapons/lasergun/lasergun.md3"
179*/
180
181//=============================================================================
182
183AMMO_* ENTITIES
184
185//=============================================================================
186
187/*QUAKED ammo_machinegun (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
188bullets
189-------- KEYS --------
190target : activating this entity will trigger any entity with this as targetname.
191targetname : name to use for targeting this entity.
192wait : time in seconds before item spawns for the first time in the map (todo)
193team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
194notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
195notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
196notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
197gametype : list of gametype names in which this entity will be spawned.
198-------- SPAWNFLAGS --------
199SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
200-------- NOTES --------
201-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
202model="models/items/ammo/ammobox/ammobox.md3"
203*/
204
205//=============================================================================
206
207/*QUAKED ammo_riotgun (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
208riotgun ammos
209-------- KEYS --------
210target : activating this entity will trigger any entity with this as targetname.
211targetname : name to use for targeting this entity.
212wait : time in seconds before item spawns for the first time in the map (todo)
213team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
214notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
215notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
216notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
217gametype : list of gametype names in which this entity will be spawned.
218-------- SPAWNFLAGS --------
219SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
220-------- NOTES --------
221-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
222model="models/items/ammo/ammobox/ammobox.md3"
223*/
224
225//=============================================================================
226
227/*QUAKED ammo_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
228grenade launcher ammos
229-------- KEYS --------
230target : activating this entity will trigger any entity with this as targetname.
231targetname : name to use for targeting this entity.
232wait : time in seconds before item spawns for the first time in the map (todo)
233team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
234notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
235notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
236notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
237gametype : list of gametype names in which this entity will be spawned.
238-------- SPAWNFLAGS --------
239SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
240-------- NOTES --------
241-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
242model="models/items/ammo/ammobox/ammobox.md3"
243*/
244
245//=============================================================================
246
247/*QUAKED ammo_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
248rocket launcher ammos
249-------- KEYS --------
250target : activating this entity will trigger any entity with this as targetname.
251targetname : name to use for targeting this entity.
252wait : time in seconds before item spawns for the first time in the map (todo)
253team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
254notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
255notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
256notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
257gametype : list of gametype names in which this entity will be spawned.
258-------- SPAWNFLAGS --------
259SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
260-------- NOTES --------
261-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
262model="models/items/ammo/ammobox/ammobox.md3"
263*/
264
265//=============================================================================
266
267/*QUAKED ammo_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
268plasma gun ammos
269-------- KEYS --------
270target : activating this entity will trigger any entity with this as targetname.
271targetname : name to use for targeting this entity.
272wait : time in seconds before item spawns for the first time in the map (todo)
273team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
274notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
275notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
276notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
277gametype : list of gametype names in which this entity will be spawned.
278-------- SPAWNFLAGS --------
279SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
280-------- NOTES --------
281-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
282model="models/items/ammo/ammobox/ammobox.md3"
283*/
284
285//=============================================================================
286
287/*QUAKED ammo_electrobolt (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
288electrobolt ammos
289-------- KEYS --------
290target : activating this entity will trigger any entity with this as targetname.
291targetname : name to use for targeting this entity.
292wait : time in seconds before item spawns for the first time in the map (todo)
293team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
294notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
295notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
296notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
297gametype : list of gametype names in which this entity will be spawned.
298-------- SPAWNFLAGS --------
299SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
300-------- NOTES --------
301-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
302model="models/items/ammo/ammobox/ammobox.md3"
303*/
304
305//=============================================================================
306
307/*QUAKED ammo_lasergun (.3 .3 1) (-16 -16 -16) (16 16 48) SUSPENDED
308lasergun ammos
309-------- KEYS --------
310target : activating this entity will trigger any entity with this as targetname.
311targetname : name to use for targeting this entity.
312wait : time in seconds before item spawns for the first time in the map (todo)
313team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
314notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
315notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
316notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
317gametype : list of gametype names in which this entity will be spawned.
318-------- SPAWNFLAGS --------
319SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
320-------- NOTES --------
321-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
322model="models/items/ammo/ammobox/ammobox.md3"
323*/
324
325//=============================================================================
326
327ITEM_* ENTITIES
328
329//=============================================================================
330
331/*QUAKED item_armor_shard (0 .7 0) (-16 -16 -16) (16 16 48) SUSPENDED
332Armor Shard
333-------- KEYS --------
334target : activating this entity will trigger any entity with this as targetname.
335targetname : name to use for targeting this entity.
336wait : time in seconds before item spawns for the first time in the map (todo)
337team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
338notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
339notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
340notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
341gametype : list of gametype names in which this entity will be spawned.
342-------- SPAWNFLAGS --------
343SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
344-------- NOTES --------
345-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
346model="models/items/armor/shard/shard.md3"*/
347
348//=============================================================================
349
350/*QUAKED item_armor_ga (0 .7 0) (-16 -16 -16) (16 16 48) SUSPENDED
351Green Armor
352-------- KEYS --------
353target : activating this entity will trigger any entity with this as targetname.
354targetname : name to use for targeting this entity.
355wait : time in seconds before item spawns for the first time in the map (todo)
356team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
357notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
358notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
359notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
360gametype : list of gametype names in which this entity will be spawned.
361-------- SPAWNFLAGS --------
362SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
363-------- NOTES --------
364-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
365model="models/items/armor/ga/ga.md3"*/
366
367//=============================================================================
368
369/*QUAKED item_armor_ya (1 .75 .3) (-16 -16 -16) (16 16 48) SUSPENDED
370Yellow Armor
371-------- KEYS --------
372target : activating this entity will trigger any entity with this as targetname.
373targetname : name to use for targeting this entity.
374wait : time in seconds before item spawns for the first time in the map (todo)
375team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
376notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
377notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
378notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
379gametype : list of gametype names in which this entity will be spawned.
380-------- SPAWNFLAGS --------
381SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
382-------- NOTES --------
383-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
384model="models/items/armor/ya/ya.md3"*/
385
386//=============================================================================
387
388/*QUAKED item_armor_ra (.6 0 0) (-16 -16 -16) (16 16 48) SUSPENDED
389Red Armor
390-------- KEYS --------
391target : activating this entity will trigger any entity with this as targetname.
392targetname : name to use for targeting this entity.
393wait : time in seconds before item spawns for the first time in the map (todo)
394team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
395notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
396notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
397notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
398gametype : list of gametype names in which this entity will be spawned.
399-------- SPAWNFLAGS --------
400SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
401-------- NOTES --------
402-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
403model="models/items/armor/ra/ra.md3"*/
404
405//=============================================================================
406
407/*QUAKED item_health_small (0 1 0) (-16 -16 -16) (16 16 48) SUSPENDED
408Small Health
409-------- KEYS --------
410target : activating this entity will trigger any entity with this as targetname.
411targetname : name to use for targeting this entity.
412wait : time in seconds before item spawns for the first time in the map (todo)
413team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
414notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
415notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
416notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
417gametype : list of gametype names in which this entity will be spawned.
418-------- SPAWNFLAGS --------
419SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
420-------- NOTES --------
421-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
422model="models/items/health/small/small_health.md3"*/
423
424//=============================================================================
425
426/*QUAKED item_health_medium (.8 .8 0) (-16 -16 -16) (16 16 48) SUSPENDED
427Medium Health
428-------- KEYS --------
429target : activating this entity will trigger any entity with this as targetname.
430targetname : name to use for targeting this entity.
431wait : time in seconds before item spawns for the first time in the map (todo)
432team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
433notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
434notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
435notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
436gametype : list of gametype names in which this entity will be spawned.
437-------- SPAWNFLAGS --------
438SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
439-------- NOTES --------
440-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
441model="models/items/health/medium/medium_health.md3"*/
442
443//=============================================================================
444
445/*QUAKED item_health_large (1 0 0) (-16 -16 -16) (16 16 48) SUSPENDED
446Large Health
447-------- KEYS --------
448target : activating this entity will trigger any entity with this as targetname.
449targetname : name to use for targeting this entity.
450wait : time in seconds before item spawns for the first time in the map (todo)
451team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
452notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
453notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
454notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
455gametype : list of gametype names in which this entity will be spawned.
456-------- SPAWNFLAGS --------
457SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
458-------- NOTES --------
459-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
460model="models/items/health/large/large_health.md3"*/
461
462//=============================================================================
463
464/*QUAKED item_health_mega (0 0 1) (-16 -16 -16) (16 16 48) SUSPENDED
465Mega Health
466-------- KEYS --------
467target : activating this entity will trigger any entity with this as targetname.
468targetname : name to use for targeting this entity.
469wait : time in seconds before item spawns for the first time in the map (todo)
470team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
471notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
472notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
473notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
474gametype : list of gametype names in which this entity will be spawned.
475-------- SPAWNFLAGS --------
476SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
477-------- NOTES --------
478-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
479model="models/items/health/mega/mega_health.md3"*/
480
481//=============================================================================
482
483/*QUAKED item_health_ultra (0 0 1) (-16 -16 -16) (16 16 48) SUSPENDED
484Ultra Health
485-------- KEYS --------
486target : activating this entity will trigger any entity with this as targetname.
487targetname : name to use for targeting this entity.
488wait : time in seconds before item spawns for the first time in the map (todo)
489team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
490notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
491notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
492notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
493gametype : list of gametype names in which this entity will be spawned.
494-------- SPAWNFLAGS --------
495SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
496-------- NOTES --------
497-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
498model="models/items/health/ultra/ultra_health.md3"*/
499
500//=============================================================================
501
502/*QUAKED item_quad (.4 .6 1) (-16 -16 -16) (16 16 48) SUSPENDED
503Quad Damage power-up. (updated: 12/08/2005)
504-------- KEYS --------
505target : activating this entity will trigger any entity with this as targetname.
506targetname : name to use for targeting this entity.
507wait : time in seconds before item spawns for the first time in the map (todo)
508team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
509notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
510notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
511notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
512gametype : list of gametype names in which this entity will be spawned.
513-------- SPAWNFLAGS --------
514SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
515-------- NOTES --------
516-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
517model="models/powerups/instant/quad.md3"*/
518
519//=============================================================================
520
521/*QUAKED item_warshell (.4 .6 1) (-16 -16 -16) (16 16 48) SUSPENDED
522Quad Damage power-up. (updated: 12/08/2005)
523-------- KEYS --------
524target : activating this entity will trigger any entity with this as targetname.
525targetname : name to use for targeting this entity.
526wait : time in seconds before item spawns for the first time in the map (todo)
527team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
528notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
529notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
530notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
531gametype : list of gametype names in which this entity will be spawned.
532-------- SPAWNFLAGS --------
533SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
534-------- NOTES --------
535-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
536model="models/powerups/instant/warshell_belt.md3"*/
537
538//=============================================================================
539
540FLAGS
541
542//=============================================================================
543
544/*QUAKED team_CTF_alphaflag (0 .2 1) (-16 -16 -16) (16 16 48)
545Alpha team flag for CTF games.
546-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
547model="models/objects/flag/flag_base.md3"*/
548
549//=============================================================================
550
551/*QUAKED team_CTF_betaflag (0 .2 1) (-16 -16 -16) (16 16 48)
552Beta team flag for CTF games.
553-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
554model="models/objects/flag/flag_base.md3"*/
555
556//=============================================================================
557
558SPAWNPOINTS
559
560//=============================================================================
561
562/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) SUSPENDED
563Player spawn location. Maps must have one of this, even when it's not used in multiplayer games. (updated: 12/08/2005)
564-------- KEYS --------
565angle : direction in which player will look when spawning in the game.
566target : this can point at a target_give entity for respawn freebies.
567-------- SPAWNFLAGS --------
568SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.*/
569
570//=============================================================================
571
572/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) SUSPENDED
573Multiplayer spawning location. (updated: 12/08/2005)
574-------- KEYS --------
575angle : direction in which player will look when spawning in the game. Does not apply to bots.
576target : this can point at a target_give entity for respawn freebies.
577notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
578notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
579notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
580gametype : list of gametype names in which this entity will be spawned.
581-------- SPAWNFLAGS --------
582SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.
583*/
584
585//=============================================================================
586
587/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16)
588Camera 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. (updated: 12/08/2005)
589-------- KEYS --------
590angles: sorted as pitch, yaw, roll.
591target : point this to an info_notnull or target_position entity to set the camera's pointing angles.
592-------- NOTES --------
593Use this entity as the cammera for the scoreboards view at end of matches. If this entity isn't in the map, a random info_player_deathmatch entity will be choosed in it's place, usually resulting in ugly views*/
594
595//=============================================================================
596
597/*QUAKED team_CTF_alphaplayer (1 .2 0) (-16 -16 -24) (16 16 32) SUSPENDED
598Initial Alpha team spawning position for CTF games. This is where players spawn when they join the Alpha team.
599-------- KEYS --------
600target : this can point at a target_give entity for respawn freebies.
601-------- SPAWNFLAGS --------
602SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.*/
603
604//=============================================================================
605
606/*QUAKED team_CTF_alphaspawn (0 .2 1) (-16 -16 -24) (16 16 32) SUSPENDED
607Alpha team respawning position for CTF games. This is where Alpha team players respawn after they get fragged.
608-------- KEYS --------
609target : this can point at a target_give entity for respawn freebies.
610-------- SPAWNFLAGS --------
611SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.*/
612
613//=============================================================================
614
615/*QUAKED team_CTF_betaplayer (1 .2 0) (-16 -16 -24) (16 16 32) SUSPENDED
616Initial Beta team spawning position for CTF games. This is where players spawn when they join the Beta team.
617-------- KEYS --------
618target : this can point at a target_give entity for respawn freebies.
619-------- SPAWNFLAGS --------
620SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.*/
621
622//=============================================================================
623
624/*QUAKED team_CTF_betaspawn (0 .2 1) (-16 -16 -24) (16 16 32) SUSPENDED
625Beta team respawning position for CTF games. This is where Beta team players respawn after they get fragged.
626-------- KEYS --------
627target : this can point at a target_give entity for respawn freebies.
628-------- SPAWNFLAGS --------
629SUSPENDED : the spawnpoint will be placed where it was in the map and won't drop automatically to the floor.*/
630
631//=============================================================================
632
633FUNC_* ENTITIES
634
635//=============================================================================
636
637/*QUAKED func_group (0 .5 .8) ?
638This is not an entity as such, it never reachs the game. 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. (updated: 12/08/2005)
639-------- KEYS --------
640alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface.
641layers : this integer value is the number unique root shaders that will be use on the terrain.
642shader : this is the path to the metashader used to assign textures to the terrain entity.
643terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity.
644-------- NOTES --------
645The 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.*/
646
647//=============================================================================
648
649/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
650Solid entity that oscillates back and forth in a linear motion. 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. (updated: 12/08/2005)
651-------- KEYS --------
652speed : amount of time in seconds for one complete oscillation cycle (default 4).
653height : sets the amount of travel of the oscillation movement (default 32).
654phase : 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).
655noise_start : start moving sound (default is silent)
656noise : path/name of .wav file to play (default is silent). Use looping sounds only (eg. sound/world/drone6.wav - See Notes).
657noise_stop : stop moving sound (default is silent)
658model2 : path/name of model to include.
659origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).
660light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
661color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
662notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
663notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
664notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
665gametype : list of gametype names in which this entity will be spawned.
666-------- SPAWNFLAGS --------
667X_AXIS : &1 entity will bob along the X axis.
668Y_AXIS : &2 entity will bob along the Y axis.
669-------- NOTES --------
670In 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.
671Start and stop sounds will only be played if the entity is set to be triggered*/
672
673//=============================================================================
674
675/*QUAKED func_button (0 .5 .8) ?
676When 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. (updated: 12/08/2005)
677-------- KEYS --------
678angle : determines the direction in which the button will move (up = -1, down = -2).
679target : all entities with a matching targetname will be triggered.
680speed : speed of button's displacement (default 40).
681wait : number of seconds button stays pressed (default 1, -1 = return immediately).
682lip : lip remaining at end of move (default 4 units).
683health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
684noise : custom noise to be played when activated
685light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
686color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
687model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
688origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
689notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
690notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
691notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
692gametype : list of gametype names in which this entity will be spawned.
693-------- NOTES --------
694Setting 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.*/
695
696//=============================================================================
697
698/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER NOMONSTER - TOGGLE -
699Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. (updated: 12/08/2005)
700-------- KEYS --------
701message : is printed when the door is touched if it is a trigger door and it hasn't been fired yet
702angle : determines the opening direction of door (up = -1, down = -2).
703speed : determines how fast the door moves (default 600).
704wait : number of seconds before door returns (2 default, -1 = never return)
705lip : lip remaining at end of move (default 8)
706targetname : if set, a func_button or trigger is required to activate the door.
707target : fire entities with this targetname when activated
708health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
709dmg : damage to inflict on player when he blocks operation of door (default 2). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
710team: assign the same team name to multiple doors that should operate together (see Notes).
711gameteam : makes the door only openable by a player of a specific team (0 = everyone, 1 = FFA players, 2 = alpha,  3 = beta)
712noise_start : overrides default start moving sound
713noise : overrides default movement sound
714noise_stop : overrides default stop moving sound
715light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
716color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
717model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
718origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
719notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
720notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
721notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
722gametype : list of gametype names in which this entity will be spawned.
723-------- SPAWNFLAGS --------
724START_OPEN : &1 the door will spawn in the open state and operate in reverse.
725CRUSHER : &4 door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
726NOMONSTER : &8 monsters will not trigger this door
727TOGGLE : &32 wait in both the start and end states for a trigger event
728-------- NOTES --------
729*/
730
731//=============================================================================
732
733/*QUAKED func_pendulum (0 .5 .8) ?
734You need to have an origin brush as part of this entity. Solid 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. (updated: 12/08/2005)
735-------- KEYS --------
736angle : angle offset of axis of rotation from default X axis (default 0).
737speed : angle of swing arc in either direction from initial position (default 30).
738phase : 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).
739noise_start :	start moving sound to be played only if triggered (default is silent)
740noise : path/name of .wav file to play. Use looping sounds only (default is silent).
741noise_stop : stop moving sound to be played only if triggered (default is silent)
742model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
743origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
744light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
745color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
746notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
747notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
748notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
749gametype : list of gametype names in which this entity will be spawned.
750-------- NOTES --------
751You 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. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.*/
752
753//=============================================================================
754
755/*QUAKED func_plat (0 .5 .8) ? LOW_TRIGGER
756Rising 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. (updated: 12/08/2005)
757-------- KEYS --------
758speed : determines how fast the plat moves (default 300).
759accel : default 20
760deccel : default 20
761lip : lip remaining at end of move (default 8).
762height : if set, this will determine the total amount of vertical travel of the plat, instead of being implicitly assigned by the model's height.
763dmg : damage to inflict on player when he blocks operation of plat (default 2). Plat will reverse direction when blocked.
764targetname : if set, the trigger that points to this will raise the plat each time it fires.
765noise_start : overrides default start moving sound
766noise : overrides default movement sound
767noise_stop : overrides default stop moving sound
768light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
769color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
770model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
771origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
772notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
773notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
774notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
775gametype : list of gametype names in which this entity will be spawned.
776-------- SPAWNFLAGS --------
777LOW_TRIGGER : &1 the plat is triggered from its lower side
778-------- NOTES --------
779By 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.
780*/
781
782//=============================================================================
783
784/*QUAKED func_rotating (0 .5 .8) ? START_OFF REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP - -
785You need to have an origin brush as part of this entity.  The center of that brush will be
786the point around which it is rotated. It will rotate around the Z axis by default.  You can
787check either the X_AXIS or Y_AXIS box to change that. (updated: 12/08/2005)
788-------- KEYS --------
789targetname : name to be targeted
790target : names to target.
791speed : determines how fast entity rotates (default 100).
792noise_start : overrides default start moving sound
793noise : overrides default movement sound
794noise_stop : overrides default stop moving sound
795model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
796origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
797light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
798color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
799notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
800notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
801notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
802gametype : list of gametype names in which this entity will be spawned.
803-------- SPAWNFLAGS --------
804START_OFF : &1 must be triggered to start moving.
805REVERSE : &2 will cause the it to rotate in the opposite direction.
806X_AXIS : &4 entity will rotate along the X axis.
807Y_AXIS : &8 entity will rotate along the Y axis.
808TOUCH_PAIN : &16 dunno what it does (jal)
809STOP : &32 it will stop moving instead when blocked, instead of pushing or crushing them.
810-------- NOTES --------
811You 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.*/
812
813//=============================================================================
814
815/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
816Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. (updated: 12/08/2005)
817-------- KEYS --------
818speed : speed of displacement of train (default 100).
819dmg : default 2
820target : point to first entity in the path
821targetname : train's targetname
822noise_start : start moving sound (default silent)
823noise : movement sound (default silent)
824noise_stop : stop moving sound (default silent)
825model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
826origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
827light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
828color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
829notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
830notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
831notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
832gametype : list of gametype names in which this entity will be spawned.
833-------- SPAWNFLAGS --------
834START_ON : &1
835TOGGLE : &2
836BLOCK_STOPS : &4
837-------- NOTES --------
838Setting 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.*/
839
840
841//=============================================================================
842
843/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER - TOGGLE X_AXIS Y_AXIS
844Door which opens by rotating in one axis. You need to have an origin brush as part of this entity. (updated: 12/08/2005)
845-------- KEYS --------
846message : is printed when the door is touched if it is a trigger door and it hasn't been fired yet
847distance : is how many degrees the door will be rotated.
848angle : determines the opening direction of door (up = -1, down = -2).
849speed : determines how fast the door moves (default 100).
850wait : wait before returning (3 default, -1 = never return)
851targetname : if set, a func_button or trigger is required to activate the door.
852target : fire entities with this targetname when activated
853health : if set, door must be shot open (default 0).
854dmg : damage to inflict on player when he blocks operation of door (default 2). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
855team: assign the same team name to multiple doors that should operate together.
856noise_start : overrides default start moving sound
857noise : overrides default movement sound
858noise_stop : overrides default stop moving sound
859light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
860color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
861model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
862origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
863notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
864notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
865notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
866gametype : list of gametype names in which this entity will be spawned.
867-------- SPAWNFLAGS --------
868START_OPEN : &1 the door will spawn in the open state and operate in reverse.
869REVERSE : &2 will cause the door to rotate in the opposite direction.
870CRUSHER : &4 door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
871NOMONSTER : &8 monsters can't trigger this door.
872TOGGLE : &32 wait in both the start and end states for a trigger event
873X_AXIS : &64 rotate in the X axis
874Y_AXIS : &128 rotate in the Y axis
875-------- NOTES --------
876The center of the origin brush determines 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.
877*/
878
879//=============================================================================
880
881/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
882Conveyors are stationary brushes that move what's on them. (updated: 12/08/2005)
883-------- KEYS --------
884speed : speed of displacement (default 100).
885target : targetname to activate when used
886targetname : to be targeted with
887noise_start : start moving sound (default silent)
888noise : movement sound (default silent)
889noise_stop : stop moving sound (default silent)
890notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
891notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
892notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
893gametype : list of gametype names in which this entity will be spawned.
894-------- SPAWNFLAGS --------
895START_ON : &1 start activated
896TOGGLE : &2 must be triggered again to toogle it's state
897-------- NOTES --------
898The brush should be have a surface with at least one current content enabled.*/
899
900//=============================================================================
901
902/*QUAKED func_door_secret (0 .5 .8) ? ALWAYS_SHOOT 1ST_LEFT 1ST_DOWN
903A secret door.  Slide back and then to the side. (updated: 12/08/2005)
904-------- KEYS --------
905message : is printed when the door is touched if it is a trigger door and it hasn't been fired yet
906angle : determines the opening direction of door (up = -1, down = -2).
907speed : determines how fast the door moves (default 50).
908wait : number of seconds before door returns (5 default, -1 = never return)
909targetname : if set, a func_button or trigger is required to activate the door.
910target : fire entities with this targetname when activated
911health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
912dmg : damage to inflict on player when he blocks operation of door (default 2). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
913team: assign the same team name to multiple doors that should operate together (see Notes).
914noise_start : overrides default start moving sound
915noise : overrides default movement sound
916noise_stop : overrides default stop moving sound
917light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
918color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
919model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
920origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
921notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
922notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
923notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
924gametype : list of gametype names in which this entity will be spawned.
925-------- SPAWNFLAGS --------
926ALWAYS_SHOOT : &1 door is shooteable even if targeted
9271ST_LEFT : &2 1st move is left of arrow
9281ST_DOWN : &4 1st move is down from arrow
929-------- NOTES --------
930Slide back and then to the side.
931*/
932
933//=============================================================================
934
935/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON - -
936This is just a solid wall if not inhibited. Can be used for conditional walls. (updated: 12/08/2005)
937-------- KEYS --------
938target : activate entities with this targetname when used
939targetname : use this name to target me
940notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
941notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
942notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
943gametype : list of gametype names in which this entity will be spawned.
944-------- SPAWNFLAGS --------
945TRIGGER_SPAWN : &1 the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in its way
946TOGGLE : &2 only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off
947START_ON : &4 only valid for TRIGGER_SPAWN walls the wall will initially be present
948-------- NOTES --------
949Untested in Warsow*/
950
951//=============================================================================
952
953/*QUAKED func_static (0 .5 .8) ?
954Static non-solid bspmodel. Can be used for conditional walls and models. (updated: 12/08/2005)
955-------- KEYS --------
956model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
957origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
958light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
959color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
960targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).
961notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
962notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
963notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
964gametype : list of gametype names in which this entity will be spawned.
965-------- NOTES --------
966When 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.*/
967
968//=============================================================================
969
970/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN - -
971This is solid bmodel that will fall if its support it removed. (updated: 12/08/2005)
972-------- KEYS --------
973origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
974light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
975color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
976target : fire targets with this name at being used.
977targetname : name to be targeted with.
978notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
979notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
980notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
981gametype : list of gametype names in which this entity will be spawned.
982-------- SPAWNFLAGS --------
983TRIGGER_SPAWN : &1 spawn this entity when target is fired
984-------- NOTES --------
985model2 is not supported in func_objects, only map brushes can be safely used as model*/
986
987//=============================================================================
988
989/*QUAKED func_explosive (0 .5 .8) ? TRIGGER_SPAWN - -
990Any brush that you want to explode or break apart.  If you want an
991ex0plosion, set dmg and it will do a radius explosion of that amount
992at the center of the bursh. If targeted it will not be shootable. (updated: 12/08/2005)
993-------- KEYS --------
994health : defaults to 100.
995mass : defaults to 75.  This determines how much debris is emitted when it explodes.  You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16).  So 800 gives the most.
996model2 : a md3 model.
997origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
998light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
999color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
1000target : fire targets with this name at being used.
1001targetname : name to be targeted with.
1002notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1003notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1004notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1005gametype : list of gametype names in which this entity will be spawned.
1006-------- SPAWNFLAGS --------
1007TRIGGER_SPAWN : &1 spawn this entity when target is fired
1008-------- NOTES --------
1009Untested: model2 models might not collide perfectly if used with a brush origin*/
1010
1011//=============================================================================
1012
1013/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
1014Target a target_string with this, to print a clock. The default is to be a time of day clock (updated: 12/08/2005)
1015-------- KEYS --------
1016target : fire targets with this name at being used.
1017targetname : name to be targeted with.
1018pathtarget : countdown will fire this one
1019count : a value.
1020style : 0 "xx", 1 "xx:xx", 2 "xx:xx:xx"
1021notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1022notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1023notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1024gametype : list of gametype names in which this entity will be spawned.
1025-------- SPAWNFLAGS --------
1026TIMER_UP : &1 run for "count" seconds and then fire target.
1027TIMER_DOWN : &2 run for "count" seconds and then fire target.
1028START_OFF : &4 this entity must be used before it starts.
1029MULTI_USE : &8 can be used more than once.
1030-------- NOTES --------
1031Untested*/
1032
1033//=============================================================================
1034
1035//PATH_* ENTITIES
1036
1037//=============================================================================
1038
1039/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
1040Path corner entity that func_trains can be made to follow. (updated: 12/08/2005)
1041-------- KEYS --------
1042target : point to next path_corner in the path.
1043targetname : the train following the path or the previous path_corner in the path points to this.
1044pathtarget: gets used when an entity that has this path_corner targeted touches it
1045speed : speed of func_train while moving to the next path corner. This will override the speed value of the train.
1046wait : number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).
1047notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1048notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1049notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1050gametype : list of gametype names in which this entity will be spawned.
1051-------- SPAWNFLAGS --------
1052TELEPORT : &1 instant move to next target
1053-------- NOTES --------
1054Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/
1055
1056//=============================================================================
1057
1058INFO_* ENTITIES
1059
1060//=============================================================================
1061
1062/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
1063Used as a positional target for light entities to create a spotlight effect. removed during gameplay. (updated: 12/08/2005)
1064-------- KEYS --------
1065targetname : must match the target key of entity that uses this for pointing.
1066-------- NOTES --------
1067A target_position can be used instead of this but was kept in for legacy purposes.*/
1068
1069//=============================================================================
1070
1071/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
1072Used as a positional target for entities that can use directional pointing. Kept during gameplay. (updated: 12/08/2005)
1073-------- KEYS --------
1074targetname : must match the target key of entity that uses this for pointing.
1075notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1076notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1077notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1078gametype : list of gametype names in which this entity will be spawned.
1079-------- NOTES --------
1080A target_position can be used instead of this but was kept in for legacy purposes.*/
1081
1082//=============================================================================
1083
1084/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8)
1085Don't use. Can be used as pointing origin, but there are other entities for it. removed during gameplay. (updated: 12/08/2005)
1086-------- KEYS --------
1087targetname : must match the target key of entity that uses this for pointing.
1088notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1089notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1090notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1091gametype : list of gametype names in which this entity will be spawned.
1092-------- NOTES --------
1093It was created to mark camp spots for monsters and bots, but it isn't used anymore and is only kept in for legacy purposes.*/
1094
1095//=============================================================================
1096
1097/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-16 -16 -24) (16 16 32)
1098You can point trigger_teleports at these. (updated: 12/08/2005)
1099-------- KEYS --------
1100targetname : must match the target key of entity that uses this for pointing.
1101notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1102notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1103notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1104gametype : list of gametype names in which this entity will be spawned.
1105-------- NOTES --------
1106Does the same thing as misc_teleporter_dest*/
1107
1108//=============================================================================
1109
1110LIGHT ENTITY
1111
1112//=============================================================================
1113
1114/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LDAT_LINEAR LDAT_NOSCALE LAAT_QUADRATIC LAAT_DOUBLE_QUADRATIC
1115Non-displayed point light source. (updated: 12/08/2005)
1116-------- KEYS --------
1117light: overrides the default 300 intensity.
1118_color : weighted RGB value of light color (default white - 1.0 1.0 1.0).
1119style : choose lightstyle. For warsow this may be one of 0=normal 1=FLICKER (first variety) 2=SLOW STRONG PULSE 3=CANDLE (first variety) 4=FAST STROBE 5=GENTLE PULSE 1 6=FLICKER (second variety) 7=CANDLE (second variety) 8=CANDLE (third variety) 9=SLOW STROBE (fourth variety) 10=FLUORESCENT FLICKER 11=SLOW PULSE NOT FADE TO BLACK
1120Linear checkbox gives linear falloff instead of inverse square
1121Lights pointed at a target will be spotlights.
1122radius: overrides the default 64 unit radius of a spotlight at the target point.
1123-------- VLIGHT KEYS --------
1124atten_distscale:  falloff for light ents.  .25 will give you 4x the falloff distance, .5 will give twice the distance, etc.
1125atten_anglescale: angle falloff
1126-------- SPAWNFLAGS --------
1127LDAT_LINEAR, LDAT_NOSCALE, LAAT_QUADRATIC, LAAT_DOUBLE_QUADRATIC: Falloff settings. Note: Last three supported only with q3map -vlight. Also, q3map -light does not support linear falloff on spotlights.*/
1128
1129//=============================================================================
1130
1131TRIGGER_* ENTITIES
1132
1133//=============================================================================
1134
1135/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
1136Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. (updated: 12/08/2005)
1137-------- KEYS --------
1138target : fire entities with this targetname.
1139notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1140notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1141notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1142gametype : list of gametype names in which this entity will be spawned.
1143*/
1144
1145//=============================================================================
1146
1147/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
1148This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. (updated: 12/08/2005)
1149-------- KEYS --------
1150target : this points to the target_position to which the player will jump.
1151noise : override default noise ("silent" doesn't make any noise)
1152wait : time before it can be triggered again.
1153notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1154notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1155notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1156gametype : list of gametype names in which this entity will be spawned.
1157-------- SPAWNFLAGS --------
1158PUSH_ONCE : &1 only push when touched the first time
1159-------- NOTES --------
1160To 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.
1161*/
1162
1163//=============================================================================
1164
1165/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
1166Variable 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. (updated: 12/08/2005)
1167-------- KEYS --------
1168target : this points to the entity to activate.
1169targetname : activating trigger points to this.
1170noise : play this noise when triggered
1171message : centerprint this text string when triggered
1172wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1173notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1174notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1175notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1176gametype : list of gametype names in which this entity will be spawned.
1177-------- SPAWNFLAGS --------
1178MONSTER : &1 monsters won't activate this trigger unless this flag is set
1179NOT_PLAYER : &2 players can't trigger this one (for those triggered by other triggers)
1180TRIGGERED : &4 spawns as triggered and must wait for the "wait" key to pass to be re-triggered
1181-------- NOTES --------
1182message is untested*/
1183
1184//=============================================================================
1185
1186/*QUAKED trigger_once (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
1187Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". (updated: 12/08/2005)
1188-------- KEYS --------
1189target : this points to the entity to activate.
1190targetname : activating trigger points to this.
1191noise : play this noise when triggered
1192message : centerprint this text string when triggered
1193notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1194notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1195notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1196gametype : list of gametype names in which this entity will be spawned.
1197-------- SPAWNFLAGS --------
1198MONSTER : &1 monsters won't activate this trigger unless this flag is set
1199NOT_PLAYER : &2 players can't trigger this one (for those triggered by other triggers)
1200TRIGGERED : &4 spawns as triggered and must wait for the "wait" key to pass to be re-triggered
1201-------- NOTES --------
1202Wait key will be ignored. message is untested*/
1203
1204//=============================================================================
1205
1206/*QUAKED trigger_relay (.5 .5 .5) ? (-8 -8 -8) (8 8 8)
1207This fixed size trigger cannot be touched, it can only be fired by other events. (updated: 12/08/2005)
1208-------- KEYS --------
1209target : this points to the entity to activate.
1210targetname : activating trigger points to this.
1211notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1212notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1213notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1214gametype : list of gametype names in which this entity will be spawned.
1215-------- NOTES --------
1216Trigger_relay is a tool for use in entities meccanos. It's of no use by itself, and can only be used as an intermediary between events. Wait key will be ignored.*/
1217
1218//=============================================================================
1219
1220/*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE NOSOUNDS
1221Acts as an intermediary for an action that takes multiple inputs. Example: a sequence of several buttons to activate a event (updated: 12/08/2005)
1222-------- KEYS --------
1223target : this points to the entity to activate.
1224targetname : activating trigger points to this.
1225count : number of actions to count (default 2)
1226noise_start : sound to play each time a event happens
1227noise_stop : sound to play at the last event in the count
1228notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1229notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1230notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1231gametype : list of gametype names in which this entity will be spawned.
1232-------- SPAWNFLAGS --------
1233NOMESSAGE : &1 if not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished.
1234NOSOUNDS : &2 if not set, it will try to play the noise_start and noise_stop sounds
1235-------- NOTES --------
1236Sounds like this one should be a target and not a trigger, but well...*/
1237
1238//=============================================================================
1239
1240/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW KILL FALL
1241Any player that touches this will be hurt by "dmg" points of damage (updated: 23/10/2005)
1242-------- KEYS --------
1243dmg : number of points of damage inflicted to player per "wait" time lapse (default 5 - integer values only).
1244wait : wait time before hurting again (in seconds. Default 0.1)
1245noise : sound to be played when inflicting damage
1246notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1247notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1248notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1249gametype : list of gametype names in which this entity will be spawned.
1250-------- SPAWNFLAGS --------
1251START_OFF : needs to be triggered (toggle) for damage
1252TOGGLE : toogle
1253SILENT : supresses the sizzling sound while player is being hurt.
1254NO_PROTECTION : player will be hurt regardless of protection (see Notes).
1255SLOW : changes the damage rate to once per second.
1256KILL : player will die instantly.
1257FALL : player will die the next time he touches the ground.
1258-------- NOTES --------
1259*/
1260
1261//=============================================================================
1262
1263/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
1264Players touching this will be teleported. Target it to a misc_teleporter_dest. (updated: 12/08/2005)
1265-------- KEYS --------
1266target : this points to the entity to activate.
1267targetname : activating trigger points to this.
1268noise : play this noise when triggered
1269wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
1270notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1271notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1272notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1273gametype : list of gametype names in which this entity will be spawned.
1274-------- SPAWNFLAGS --------
1275SPECTATOR : &1 only teleport players moving in spectator mode
1276-------- NOTES --------
1277Target it to a misc_teleporter_dest.*/
1278
1279//=============================================================================
1280
1281MISC_* ENTITIES
1282
1283//=============================================================================
1284
1285/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16)
1286Teleport destination location point for trigger_teleporter entities. (updated: 12/08/2005)
1287-------- KEYS --------
1288angle : direction in which player will look when teleported.
1289targetname : make the trigger_teleporter point to this.
1290notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1291notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1292notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1293gametype : list of gametype names in which this entity will be spawned.
1294-------- NOTES --------
1295Does the same thing as info_teleport_destination*/
1296
1297//=============================================================================
1298
1299/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) NOSHADOWS SOLID FORCEMETA EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA NOSMOOTH
1300Generic placeholder for inserting models in the world. Requires compilation of map geometry to be added to level. (updated: 12/08/2005)
1301-------- KEYS --------
1302angle: direction in which model will be oriented.
1303model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.ase).
1304angle: view direction of the model
1305angles: view direction of the model in PITCH YAW ROLL
1306modelscale: scaling factor
1307modelscale_vec: scaling vector for non-uniform scaling
1308_frame: frame of model to include
1309_remap: string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc.
1310_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.
1311_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.
1312_lightmapscale: light map resolution factor
1313-------- SPAWNFLAGS --------
1314NOSHADOWS: Toggle casting shadows from the model.
1315SOLID: Make the model solid.
1316FORCEMETA: (aka lightmapped) Convert model triangles to bsp meta surfaces
1317EXTRUDE_NORMALS: extrude along the model normals for clipping
1318EXTRUDE_TERRAIN: always extrude downwards (for horizontal terrain only)
1319COLOR_TO_ALPHA: use the color value as alpha (for terrain blending)
1320NOSMOOTH: Don't smooth normals when importing (forces all faces planar).
1321*/
1322
1323//=============================================================================
1324
1325/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE NOROTATE
1326Portal 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. (updated: 12/08/2005)
1327-------- KEYS --------
1328angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
1329target : point this to a target_position entity to set the camera's pointing direction.
1330targetname : a misc_portal_surface portal surface indicator must point to this.
1331roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
1332-------- SPAWNFLAGS --------
1333SLOWROTATE : makes the portal camera rotate slowly along the roll axis.
1334FASTROTATE : makes the portal camera rotate faster along the roll axis.
1335NOROTATE : disables rotation
1336-------- NOTES --------
1337Both 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.*/
1338
1339//=============================================================================
1340
1341/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8)
1342The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted. This must be within 64 world units of the surface! (updated: 12/08/2005)
1343-------- KEYS --------
1344notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1345notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1346notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1347gametype : list of gametype names in which this entity will be spawned.
1348-------- NOTES --------
1349The 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.*/
1350
1351//=============================================================================
1352
1353/*QUAKED misc_skyportal (1 .5 .25) (-8 -8 -8) (8 8 8)
1354Camera of a portal view which will show up at the sky
1355-------- KEYS --------
1356noents : when set to 1 the entities in the sky room will be skept from drawing.
1357fov : when set to any value it will override the player fov. Do not set for normal behavior.
1358scale : scale the view to make it appear closer or further.
1359-------- NOTES --------
1360The entity must be placed in a room which is not connected to the rest of the map.*/
1361
1362//=============================================================================
1363
1364/*QUAKED misc_explobox (1 .5 .25) (-16 -16 0) (16 16 40)
1365Model capable of exploding.  You can override its mass, health, and dmg. (updated: 12/08/2005)
1366-------- KEYS --------
1367target : fire entities with this targetname at exploding
1368targetname : to explode by being triggered.
1369health : default 80
1370mass : influences the ammount of debris at exploding (default 100)
1371dmg : damage radius of the explosion (default 150)
1372angle: direction in which model will be oriented.
1373model : path/name of model to use (eg: models/mapobjects/barrel/barrel.md3).*/
1374
1375//=============================================================================
1376
1377/*QUAKED misc_capture_area_indicator (1 .5 .25) (-16 -16 0) (16 16 96) SUSPENDED
1378Indicator of the capture area for domination alike gametypes
1379-------- KEYS --------
1380-------- SPAWNFLAGS --------
1381SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
1382-------- NOTES --------
1383-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1384model="models/objects/capture_area/indicator.md3"*/
1385
1386//=============================================================================
1387
1388TARGET_* ENTITIES
1389
1390//=============================================================================
1391
1392/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8)
1393This is used to give ammo, weapons, health or items to the player who activates it.
1394-------- KEYS --------
1395target : this points to the item(s) to give when activated.
1396targetname : activating trigger or spawn entity points to this.
1397notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1398notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1399notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1400gametype : list of gametype names in which this entity will be spawned.
1401-------- NOTES --------
1402There are 2 ways to use this entity.
1403a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn.
1404b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/
1405
1406//=============================================================================
1407
1408/*QUAKED target_startTimer (1 0 0) (-8 -8 -8) (8 8 8)
1409Timer Start
1410*/
1411
1412//=============================================================================
1413
1414/*QUAKED target_stopTimer (1 0 0) (-8 -8 -8) (8 8 8)
1415Timer Stop
1416-------- KEYS --------
1417target: stopTimer triggers its targets when a best time occurs.
1418*/
1419
1420//=============================================================================
1421
1422/*QUAKED target_checkpoint (1 0 0) (-8 -8 -8) (8 8 8)
1423Checkpoint
1424*/
1425
1426//=============================================================================
1427
1428/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8)
1429Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. (updated: 12/08/2005)
1430-------- KEYS --------
1431message :  name of the location (text string). Displayed in parentheses in front of all team chat and order messages.
1432notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1433notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1434notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1435gametype : list of gametype names in which this entity will be spawned.
1436*/
1437
1438//=============================================================================
1439
1440/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
1441Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. (updated: 12/08/2005)
1442-------- KEYS --------
1443targetname : the entity that requires an aiming direction points to this.
1444notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1445notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1446notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1447gametype : list of gametype names in which this entity will be spawned.
1448-------- NOTES --------
1449To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/
1450
1451//=============================================================================
1452
1453/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) SAMETEAM OTHERTEAM PRIVATE
1454This will print a message on the center of the screen when triggered. By default, all the clients will see the message. (updated: 12/08/2005)
1455-------- KEYS --------
1456message : text string to print on screen.
1457targetname : the activating trigger points to this.
1458notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1459notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1460notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1461gametype : list of gametype names in which this entity will be spawned.
1462-------- SPAWNFLAGS --------
1463SAMETEAM : &1 only players in activator's team will see the message.
1464OTHERTEAM : &2 only players in other than activator's team will see the message.
1465PRIVATE : &4 only the player that activates the target will see the message.*/
1466
1467//=============================================================================
1468
1469/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF RELIABLE GLOBAL ACTIVATOR
1470Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers. Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off. Multiple identical looping sounds will just increase volume without any speed cost. (updated: 12/08/2005)
1471-------- KEYS --------
1472noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes).
1473volume : 0.0 to 1.0
1474attenuation : -1 = none, send to whole level, 1 = normal fighting sounds, 2 = idle sound level, 3 = ambient sound level
1475wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes).
1476random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).
1477targetname : the activating button or trigger points to this.
1478notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
1479notduel : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1480notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
1481gametype : list of gametype names in which this entity will be spawned.
1482-------- SPAWNFLAGS --------
1483LOOPED_ON : &1 sound will loop and initially start on in level (will toggle on/off when triggered).
1484LOOPED_OFF : &2 sound will loop and initially start off in level (will toggle on/off when triggered).
1485RELIABLE : &4
1486GLOBAL : &8 Overrides attenuation setting. Sound will play full volume throughout the level as if it had attenuation -1
1487ACTIVATOR : &16 sound will play only for the player that activated the target.
1488-------- NOTES --------
1489The 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.*/
1490
1491//=============================================================================
1492
1493/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
1494-------- KEYS --------
1495fov: for the skybox default is whatever client's fov is set to
1496scale: is world/skyarea ratio if you want to keep a certain perspective when player moves around the world
1497noents: makes the skyportal ignore entities within the sky area, making them invisible for the player*/
1498
1499//=============================================================================
1500