1// Tremulous entity definition file for GTKRadiant 2// Tim Angus <tma@op.ath.cx> 08/09/03 3 4// Based on entities.def from GTKRadiant 1.3.11 which in turn is based on... 5// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 6// Upgraded by Eutectic: eutectic@ritualistic.com 7// (visible models added by raYGunn - paths provided by Suicide 20) 8// (terrain information added to func_group entity by Paul Jaquays) 9// Q3Map2 entitys/keys added by ydnar 10// Version: 1.5 11// Last updated: 2003-06-09 12 13//============================================================================= 14 15LIGHT ENTITY 16 17//============================================================================= 18 19 20/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT 21Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. 22 23-------- KEYS -------- 24_light OR light: overrides the default 300 intensity. 25 26_color: weighted RGB value of light color (default white - 1.0 1.0 1.0). 27 28target: Lights pointed at a target will be spotlights. 29 30radius: overrides the default 64 unit radius of a spotlight at the target point. 31 32-------- Q3MAP2 KEYS -------- 33_sun: Set this key to 1 on a spotlight to make an infinite sun light. 34 35fade: Fades light attenuation. Only affects linear lights. 36 37scale: Scales light attentation, from SOF2/JK2. Scales the "light" value. 38 39-------- SPAWNFLAGS -------- 40LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic). 41 42NOANGLE: Ignore angle attenuation. 43 44NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting). 45*/ 46 47/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT 48 49Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. 50 51-------- KEYS -------- 52_light OR light: overrides the default 300 intensity. 53 54_color: weighted RGB value of light color (default white - 1.0 1.0 1.0). 55 56target: Lights pointed at a target will be spotlights. 57 58radius: overrides the default 64 unit radius of a spotlight at the target point. 59 60-------- Q3MAP2 KEYS -------- 61_sun: Set this key to 1 on a spotlight to make an infinite sun light. 62 63fade: Fades light attenuation. Only affects linear lights. 64 65scale: Scales light attentation, from SOF2/JK2. Scales the "light" value. 66 67-------- SPAWNFLAGS -------- 68LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic). 69 70NOANGLE: Ignore angle attenuation. 71 72NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely. 73*/ 74 75//============================================================================= 76 77FUNC_* ENTITIES 78 79//============================================================================= 80 81/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS 82Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. 83 84-------- KEYS -------- 85speed: amount of time in seconds for one complete oscillation cycle (default 4). 86 87height: sets the amount of travel of the oscillation movement (default 32). 88 89phase: 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). 90 91noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). 92 93model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3). 94 95origin: alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). 96 97light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 98 99color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 100 101notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 102 103notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 104 105notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 106 107-------- Q3MAP2 KEYS -------- 108_targetname: Used to attach a misc_model entity to this entity. 109 110_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 111 112_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 113 114_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 115 116_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 117 118-------- Q3MAP2 TERRAIN KEYS -------- 119_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 120 121_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 122 123_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 124 125-------- SPAWNFLAGS -------- 126X_AXIS: entity will bob along the X axis. 127Y_AXIS: entity will bob along the Y axis. 128 129-------- NOTES -------- 130In 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. 131 132Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 133*/ 134 135//============================================================================= 136 137/*QUAKED func_button (0 .5 .8) ? 138When 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. 139 140-------- KEYS -------- 141angle: determines the direction in which the button will move (up = -1, down = -2). 142 143target: all entities with a matching targetname will be triggered. 144 145speed: speed of button's displacement (default 40). 146 147wait: number of seconds button stays pressed (default 1, -1 = return immediately). 148 149lip: lip remaining at end of move (default 4 units). 150 151health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. 152 153light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 154 155color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 156 157model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). 158 159origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes). 160 161notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 162 163notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 164 165notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 166 167sound1to2: the sound played when the door, platform or button moves from state 1 to state 2. 168 169-------- Q3MAP2 KEYS -------- 170_targetname: Used to attach a misc_model entity to this entity. 171 172_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 173 174_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 175 176_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 177 178_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 179 180-------- Q3MAP2 TERRAIN KEYS -------- 181_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 182 183_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 184 185_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 186 187-------- NOTES -------- 188Setting 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. 189 190Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 191*/ 192 193//============================================================================= 194 195/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER 196Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. 197 198-------- KEYS -------- 199angle: determines the opening direction of door (up = -1, down = -2). 200 201speed: determines how fast the door moves (default 100). 202 203wait: number of seconds before door returns (default 2, -1 = return immediately) 204 205lip: lip remaining at end of move (default 8) 206 207targetname: if set, a func_button or trigger is required to activate the door. 208 209health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. 210 211dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. 212 213team: assign the same team name to multiple doors that should operate together (see Notes). 214 215light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 216 217color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 218 219model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). 220 221origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes). 222 223notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 224 225notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 226 227notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 228 229sound1to2: the sound played when the door, platform or button moves from state 1 to state 2. 230 231sound2to1: the sound played when the door or platform moves from from state 2 to state 1. 232 233soundPos2: the sound played when the door or platform reaches state 2. 234 235soundPos1: the sound played when the door or platform reaches state 1. 236 237-------- Q3MAP2 KEYS -------- 238_targetname: Used to attach a misc_model entity to this entity. 239 240_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 241 242_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 243 244_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 245 246_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 247 248-------- Q3MAP2 TERRAIN KEYS -------- 249_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 250 251_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 252 253_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 254 255-------- SPAWNFLAGS -------- 256START_OPEN: the door will spawn in the open state and operate in reverse. 257 258CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. 259 260-------- NOTES -------- 261Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. 262 263Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 264*/ 265 266//============================================================================= 267 268/*QUAKED func_door_model (0 .5 .8) ? 269A model based door entity. By default, the door will activate when player walks close to it. The opening and closing of the door is provided by an animation in the model itself. 270 271-------- KEYS -------- 272speed: determines the time taken for the door to change state in msec (default 200). 273 274wait: number of seconds before door returns (default 2) 275 276targetname: if set, a func_button or trigger is required to activate the door. 277 278health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. 279 280team: assign the same team name to multiple doors that should operate together (see Notes). 281 282light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 283 284color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 285 286model2: path/name of the door model (eg: models/mapobjects/pipe/pipe02.md3). 287 288modelOrigin: means of setting the origin of the model. 289 290scale: scale the model in each of the major axes (e.g. 1.0 1.0 2.0 -- twice as high as normal). 291 292animation: The first frame and number of frames in the door open animation (e.g. 0 10). This will be reversed for the close animation. 293 294notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 295 296notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 297 298notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 299 300sound1to2: the sound played when the door, platform or button moves from state 1 to state 2. 301 302sound2to1: the sound played when the door or platform moves from from state 2 to state 1. 303 304soundPos2: the sound played when the door or platform reaches state 2. 305 306soundPos1: the sound played when the door or platform reaches state 1. 307 308-------- Q3MAP2 KEYS -------- 309 310_targetname: Used to attach a misc_model entity to this entity. 311 312_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 313 314_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 315 316_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 317 318_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 319 320-------- Q3MAP2 TERRAIN KEYS -------- 321_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 322 323_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 324 325_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 326 327-------- NOTES -------- 328Every func_door_model needs its model to be positioned, scaled and orientated using the modelOrigin, scale and angle/angles keys repsectively. 329*/ 330 331//============================================================================= 332 333/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER REVERSE - X_AXIS Y_AXIS 334Rotating door entity. By default, the door will activate when player walks close toit. 335 336-------- KEYS -------- 337speed: determines how fast the door moves (in degrees/second). 338 339rotatorAngle: the number of degrees through which to rotate (default 90). 340 341wait: number of seconds before door returns (default 2) 342 343targetname: if set, a func_button or trigger is required to activate the door. 344 345health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. 346 347dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. 348 349team: assign the same team name to multiple doors that should operate together (see Notes). 350 351light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 352 353color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 354 355model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). 356 357origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes). 358 359notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 360 361notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 362 363notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 364 365sound1to2: the sound played when the door, platform or button moves from state 1 to state 2. 366 367sound2to1: the sound played when the door or platform moves from from state 2 to state 1. 368 369soundPos2: the sound played when the door or platform reaches state 2. 370 371soundPos1: the sound played when the door or platform reaches state 1. 372 373-------- Q3MAP2 KEYS -------- 374_targetname: Used to attach a misc_model entity to this entity. 375 376_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 377 378_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 379 380_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 381 382_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 383 384-------- Q3MAP2 TERRAIN KEYS -------- 385_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 386 387_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 388 389_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 390 391-------- SPAWNFLAGS -------- 392START_OPEN: the door will spawn in the open state and operate in reverse. 393 394CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. 395 396REVERSE: the door will open the other way. 397 398X_AXIS: rotate on the X axis instead of the Z. 399 400Y_AXIS: rotate on the Y axis instead of the Z. 401 402-------- NOTES -------- 403Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. 404 405Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 406 407You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. 408*/ 409 410//============================================================================= 411 412/*QUAKED func_group (0 .5 .8) ? 413This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. 414 415-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) -------- 416alphamap: this is the path/name for the art file used to guide the mapping of textures on the terrain surface. 417 418layers: this integer value is the number unique root shaders that will be use on the terrain. 419 420shader: this is the path to the metashader used to assign textures to the terrain entity. 421 422terrain: this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys. 423 424-------- Q3MAP2 KEYS -------- 425_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 426 427_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 428 429_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 430 431_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 432 433-------- Q3MAP2 TERRAIN KEYS -------- 434_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 435 436_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 437 438_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 439 440-------- NOTES -------- 441The 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. 442*/ 443 444//============================================================================= 445 446/*QUAKED func_pendulum (0 .5 .8) ? 447Solid 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. 448 449-------- KEYS -------- 450angle: angle offset of axis of rotation from default X axis (default 0). 451 452speed: angle of swing arc in either direction from initial position (default 30). 453 454phase: 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). 455 456noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). 457 458model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3). 459 460origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). 461 462light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 463 464color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 465 466notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 467 468notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 469 470notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 471 472-------- Q3MAP2 KEYS -------- 473_targetname: Used to attach a misc_model entity to this entity. 474 475_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 476 477_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 478 479_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 480 481_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 482 483-------- Q3MAP2 TERRAIN KEYS -------- 484_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 485 486_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 487 488_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 489 490-------- NOTES -------- 491You 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. 492 493Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 494*/ 495 496//============================================================================= 497 498/*QUAKED func_plat (0 .5 .8) ? 499Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes). 500 501-------- KEYS -------- 502speed: determines how fast the plat moves (default 150). 503 504lip: lip remaining at end of move (default 16). Has no effect if "height" is set. 505 506height: if set, this will determine the total amount of vertical travel of the plat. 507 508dmg: damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. 509 510targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. 511 512light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 513 514color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 515 516model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). 517 518origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes). 519 520notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 521 522notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 523 524notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 525 526sound1to2: the sound played when the door, platform or button moves from state 1 to state 2. 527 528sound2to1: the sound played when the door or platform moves from from state 2 to state 1. 529 530soundPos2: the sound played when the door or platform reaches state 2. 531 532soundPos1: the sound played when the door or platform reaches state 1. 533 534-------- Q3MAP2 KEYS -------- 535_targetname: Used to attach a misc_model entity to this entity. 536 537_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 538 539_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 540 541_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 542 543_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 544 545-------- Q3MAP2 TERRAIN KEYS -------- 546_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 547 548_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 549 550_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 551 552-------- NOTES -------- 553By 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. 554 555There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip. 556 557Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 558*/ 559 560//============================================================================= 561 562/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS 563Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. 564 565-------- KEYS -------- 566speed: determines how fast entity rotates (default 100). 567 568noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). 569 570model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). 571 572origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). 573 574light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 575 576color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 577 578notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 579 580notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 581 582notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 583 584-------- Q3MAP2 KEYS -------- 585_targetname: Used to attach a misc_model entity to this entity. 586 587_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 588 589_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 590 591_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 592 593_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 594 595-------- Q3MAP2 TERRAIN KEYS -------- 596_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 597 598_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 599 600_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 601 602-------- SPAWNFLAGS -------- 603X_AXIS: entity will rotate along the X axis. 604 605Y_AXIS: entity will rotate along the Y axis. 606 607-------- NOTES -------- 608You 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. 609 610Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 611*/ 612 613//============================================================================= 614 615/*QUAKED func_static (0 .5 .8) ? 616Static non-solid bspmodel. Can be used for conditional walls and models. 617 618-------- KEYS -------- 619model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). 620 621origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes). 622 623light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 624 625color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 626 627targetname: NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes). 628 629notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 630 631notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 632 633notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 634 635-------- Q3MAP2 KEYS -------- 636_targetname: Used to attach a misc_model entity to this entity. 637 638_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 639 640_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 641 642_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 643 644_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 645 646-------- Q3MAP2 TERRAIN KEYS -------- 647_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 648 649_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 650 651_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 652 653-------- NOTES -------- 654When 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. 655 656Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types. 657 658Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). 659*/ 660 661//============================================================================= 662 663/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON 664Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. 665 666-------- KEYS -------- 667wait: delay in seconds between each triggering of its targets (default 1). 668 669random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 670 671target: this points to the entities to trigger. 672 673targetname: a func_button or trigger that points to this will toggle the timer on/off when activated. 674 675notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 676 677notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 678 679notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 680 681-------- SPAWNFLAGS -------- 682START_ON: timer will start on in the game and continuously fire its targets. 683 684-------- NOTES -------- 685When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). 686*/ 687 688//============================================================================= 689 690/*QUAKED func_train (0 .5 .8) ? START_OFF BLOCK_STOPS 691Trains are moving solids that follow a string of path_corner entities. Trains in Tremulous are less basic than in Q3A, they also require an origin brush (see Notes). 692 693-------- KEYS -------- 694speed: speed of displacement of train (default 100 or overridden by speed value of path). 695 696target: this points to the first path_corner of the path which is also the spawn location of the train's origin. 697 698model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). 699 700origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). 701 702light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). 703 704color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). 705 706notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 707 708notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 709 710notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 711 712-------- SPAWNFLAGS -------- 713START_OFF: the train will spawn in the off state 714 715BLOCK_STOPS: with this set a train simply stops if blocked, instead of killing. 716 717-------- Q3MAP2 KEYS -------- 718_targetname: Used to attach a misc_model entity to this entity. 719 720_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). 721 722_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 723 724_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 725 726_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 727 728-------- Q3MAP2 TERRAIN KEYS -------- 729_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 730 731_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 732 733_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 734 735-------- NOTES -------- 7361. Trains instakill anything in their path by default. 7372. Trains cannot emit sound. 7383. When BLOCK_STOPS is set, trains cannot be stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. 739 740Setting 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. 741 742Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ 743 744 745 746 747//============================================================================= 748 749INFO_* ENTITIES 750 751//============================================================================= 752 753/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) 754Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. 755 756-------- KEYS -------- 757targetname: must match the target key of entity that uses this for pointing. 758 759notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 760 761notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 762 763notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 764*/ 765 766 767//============================================================================= 768 769/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) 770Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. 771 772-------- KEYS -------- 773targetname: must match the target key of entity that uses this for pointing. 774 775notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 776 777notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 778 779notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 780*/ 781 782//============================================================================= 783 784/*QUAKED info_player_intermission (1 0 1) (-8 -8 -8) (8 8 8) 785Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level. 786 787-------- KEYS -------- 788angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). 789 790target: point this to an info_notnull or target_position entity to set the camera's pointing angles. 791 792-------- NOTES -------- 793In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all. 794*/ 795 796//============================================================================= 797 798/*QUAKED info_alien_intermission (1 0 1) (-8 -8 -8) (8 8 8) 799Camera for aliens before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level. 800 801-------- KEYS -------- 802angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). 803 804target: point this to an info_notnull or target_position entity to set the camera's pointing angles. 805*/ 806 807//============================================================================= 808 809/*QUAKED info_human_intermission (1 0 1) (-8 -8 -8) (8 8 8) 810Camera for humans before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level. 811 812-------- KEYS -------- 813angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). 814 815target: point this to an info_notnull or target_position entity to set the camera's pointing angles. 816*/ 817 818 819 820//============================================================================= 821 822MISC_* ENTITIES 823 824//============================================================================= 825 826/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) 827Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. 828 829-------- KEYS -------- 830angle: direction in which model will be oriented. 831 832model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). 833 834-------- Q3MAP2 KEYS -------- 835angles: Individual control of PITCH, YAW, and ROLL (default 0 0 0). 836 837modelscale: Floating-point value used to scale a model up or down (default 1.0). 838 839modelscale_vec: Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). 840 841_remap: Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". 842 843target: Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. 844 845_lightmapscale: Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). 846 847_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 848 849_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 850 851_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. 852*/ 853 854//============================================================================= 855 856/*QUAKED misc_anim_model (1 .5 .25) (-16 -16 -16) (16 16 16) TRIGGER_TOGGLE 857A little like misc_model except that it is a game entity and does not become part of the map geometry. An instance of this entity will draw an arbituary md3 in the world with an arbituary frame or with an animation. 858 859-------- KEYS -------- 860angle: direction in which model will be oriented. 861 862radius: The scale of the model compared to its original size. Defaults to 1.0. 863 864animation: The guts of the entity. This is identical to an entry in an animation.cfg - Start Frame, Number of frames, Looping Frames, Frame rate. For example 0 30 30 20 will play frames 0 through 30 continously at 20 fps. 865 866model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). 867 868-------- SPAWNFLAGS -------- 869TRIGGER_TOGGLE: With this set triggering the entity disables the model altogether as opposed to the regular behaviour of toggling the animation. 870*/ 871 872//============================================================================= 873 874/*QUAKED misc_particle_system (1 .5 .25) (-8 -8 -8) (8 8 8) SPAWN_DISABLED 875A particle system entity. 876 877-------- KEYS -------- 878psName: The name of the particle system to spawn at this entity. 879 880-------- SPAWNFLAGS -------- 881SPAWN_DISABLED: Spawn disabled. 882 883-------- NOTES -------- 884Triggering this entity toggles it on and off. 885*/ 886 887//============================================================================= 888/*QUAKED misc_light_flare (.65 .65 1) (-8 -8 -8) (8 8 8) SPAWN_DISABLED 889A light flare entity. 890 891-------- KEYS -------- 892targetShaderName: The name of the shader of the light flare. 893 894radius: The radius key is a vector. 895The first component is the size of the light flare. The radius is calculated by taking the distance of the viewer from the light flare and dividing by this key, so the larger the key value, the smaller the flare. Values between 2 and 10 are sensible. 896The second component indicates the angle around the direction the flare points for which it is visible. For example a value of 90 means that you can see the flare while infront of the entity, but not when behind it. If set to zero the light flare will be visible from any angle 897The third component is similar to the first except that it specifies the size of the light source rather than the size of the light flare itself. This is useful when the higher detail flare fading modes are enabled. If this is set to the same value as the first component, fading will commence as soon as the edge of the light flare is occluded by some surface between the viewer and the flare. If it is set larger the flare will overlap the occluding surface before it begins to fade. 898 899angles: This reflects which direction the flare points. It is not important unless the second component of the radius key is employed. angles is a vector of PITCH YAW ROLL. For example a value of "90 0 0" would create a flare pointing down. ROLL is redundant in this context and can be set arbitrarily. 900 901-------- SPAWNFLAGS -------- 902SPAWN_DISABLED: Spawn disabled. 903 904-------- NOTES -------- 905Triggering this entity toggles it. 906*/ 907 908//============================================================================= 909 910/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE 911Portal 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. 912 913-------- KEYS -------- 914angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. 915 916target: point this to a target_position entity to set the camera's pointing direction. 917 918targetname: a misc_portal_surface portal surface indicator must point to this. 919 920roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. 921 922notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 923 924notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 925 926notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 927 928-------- SPAWNFLAGS -------- 929SLOWROTATE: makes the portal camera rotate slowly along the roll axis. 930 931FASTROTATE: makes the portal camera rotate faster along the roll axis. 932 933-------- NOTES -------- 934Both 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. 935*/ 936 937//============================================================================= 938 939/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) 940Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes). 941 942-------- KEYS -------- 943target: point this to a misc_portal_camera that "sees" the view you want to display on the portal. 944 945notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 946 947notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 948 949notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 950 951-------- NOTES -------- 952The 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. 953*/ 954 955//============================================================================= 956 957/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) 958Teleport destination location point for trigger_teleporter entities. 959 960-------- KEYS -------- 961angle: direction in which player will look when teleported. 962 963targetname: make the trigger_teleporter point to this. 964 965notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 966 967notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 968 969notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 970*/ 971 972 973 974 975//============================================================================= 976 977PATH_* ENTITIES 978 979//============================================================================= 980 981/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) 982Path corner entity that func_trains can be made to follow. 983 984-------- KEYS -------- 985target: point to next path_corner in the path. 986 987targetname: the train following the path or the previous path_corner in the path points to this. 988 989speed: speed of func_train while moving to the next path corner. This will override the speed value of the train. 990 991wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes). 992 993notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 994 995notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 996 997notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 998 999-------- NOTES -------- 1000Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0. 1001*/ 1002 1003 1004 1005//============================================================================= 1006 1007TARGET_* ENTITIES 1008 1009//============================================================================= 1010 1011/*QUAKED target_rumble (1 0 0) (-8 -8 -8) (8 8 8) 1012When triggered, this initiates a level-wide rumble effect. All players are affected. 1013 1014-------- KEYS -------- 1015speed: severity of the quake (default: 100) 1016 1017count: duration of the quake (default: 10) 1018*/ 1019 1020/*QUAKED target_alien_win (1 0 0) (-8 -8 -8) (8 8 8) 1021When triggered, this causes an unconditional win for the alien team. 1022*/ 1023 1024/*QUAKED target_human_win (1 0 0) (-8 -8 -8) (8 8 8) 1025When triggered, this causes an unconditional win for the human team. 1026*/ 1027 1028/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) 1029Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. 1030 1031-------- KEYS -------- 1032targetname: activating trigger points to this. 1033 1034target: this points to entities to activate when this entity is triggered. 1035 1036wait: delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). 1037 1038delay: same as wait? replaces it? WTF?...I'm confused now. 1039 1040random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 1041 1042notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1043 1044notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1045 1046notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1047 1048-------- NOTES -------- 1049When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). 1050*/ 1051 1052//============================================================================= 1053 1054/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) 1055This will kill the player who activates the trigger that fires this target. 1056 1057-------- KEYS -------- 1058targetname: the activating trigger points to this. 1059 1060notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1061 1062notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1063 1064notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1065*/ 1066 1067//============================================================================= 1068 1069/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) 1070Location 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. 1071 1072-------- KEYS -------- 1073message: name of the location (text string). Displayed in parentheses in front of all team chat and order messages. 1074 1075count: color of the location text displayed in parentheses during team chat. Set to 0-7 for color. 1076 0: white (default) 1077 1: red 1078 2: green 1079 3: yellow 1080 4: blue 1081 5: cyan 1082 6: magenta 1083 7: white 1084 1085notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1086 1087notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1088 1089notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1090*/ 1091 1092//============================================================================= 1093 1094/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) 1095Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. 1096 1097-------- KEYS -------- 1098targetname: the entity that requires an aiming direction points to this. 1099 1100notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1101 1102notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1103 1104notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1105 1106-------- NOTES -------- 1107To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity. 1108*/ 1109 1110//============================================================================= 1111 1112/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) HUMAN_TEAM ALIEN_TEAM PRIVATE 1113This will print a message on the center of the screen when triggered. By default, all the clients will see the message. 1114 1115-------- KEYS -------- 1116message: text string to print on screen. 1117 1118targetname: the activating trigger points to this. 1119 1120notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1121 1122notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1123 1124notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1125 1126-------- SPAWNFLAGS -------- 1127HUMAN_TEAM: only the human team players will see the message. 1128ALIEN_TEAM: only the alien team players will see the message. 1129PRIVATE: only the player that activates the target will see the message. 1130*/ 1131 1132//============================================================================= 1133 1134/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD 1135This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. 1136 1137-------- KEYS -------- 1138angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. 1139 1140speed: speed of push (default 1000). Has no effect if entity targets an aiming entity. 1141 1142targetname: the activating trigger points to this. Push originates from the location of the trigger. 1143 1144target: this points to the aiming entity to which the player will jump. 1145 1146notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1147 1148notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1149 1150notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1151 1152-------- SPAWNFLAGS -------- 1153BOUNCEPAD: if set, trigger will play bounce noise instead of beep noise when activated (recommended). 1154 1155-------- NOTES -------- 1156To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works. 1157*/ 1158 1159//============================================================================= 1160 1161/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) HUMAN_ONLY ALIEN_ONLY RANDOM 1162This can only be activated by other triggers which will cause it in turn to activate its own targets. 1163 1164-------- KEYS -------- 1165targetname: activating trigger points to this. 1166 1167target: this points to entities to activate when this entity is triggered. 1168 1169notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1170 1171notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1172 1173notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1174 1175-------- SPAWNFLAGS -------- 1176HUMAN_ONLY: only human team players can activate trigger. 1177ALIEN_ONLY: only alien team players can activate trigger. 1178RANDOM: one one of the targeted entities will be triggered at random. 1179*/ 1180 1181//============================================================================= 1182 1183/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8) 1184This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points. 1185 1186-------- KEYS -------- 1187targetname: ativating entity points to this. 1188 1189count: number of frag points to give to player (default 1). 1190 1191notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1192 1193notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1194 1195notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1196*/ 1197 1198//============================================================================= 1199 1200/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR 1201Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. 1202 1203-------- KEYS -------- 1204noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). 1205 1206wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes). 1207 1208random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). 1209 1210targetname: the activating button or trigger points to this. 1211 1212notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1213 1214notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1215 1216notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1217 1218-------- SPAWNFLAGS -------- 1219LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered). 1220 1221LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered). 1222 1223GLOBAL: sound will play full volume throughout the level. 1224 1225ACTIVATOR: sound will play only for the player that activated the target. 1226 1227-------- NOTES -------- 1228The 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. 1229 1230The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). 1231*/ 1232 1233//============================================================================= 1234 1235/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) 1236Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. 1237 1238-------- KEYS -------- 1239targetname: activating trigger points to this. 1240 1241target: this must point to a misc_teleporter_dest entity. 1242 1243notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1244 1245notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1246 1247notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1248*/ 1249 1250 1251 1252 1253//============================================================================= 1254 1255TEAM_* ENTITIES 1256 1257//============================================================================= 1258 1259/*QUAKED team_human_spawn (0 .2 1) (-40 -40 -4) (40 40 4) 1260The human spawn point. 1261 1262-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1263model="models/buildables/telenode/telenode.md3" 1264*/ 1265 1266//============================================================================= 1267 1268/*QUAKED team_human_armoury (0 .2 1) (-40 -40 -13) (40 40 50) 1269The human armoury. 1270 1271-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1272model="models/buildables/arm/arm.md3" 1273*/ 1274 1275//============================================================================= 1276 1277/*QUAKED team_human_dcc (0 .2 1) (-35 -35 -13) (35 35 47) 1278The human defense computer. 1279 1280-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1281model="models/buildables/dcc/dcc.md3" 1282*/ 1283 1284//============================================================================= 1285 1286/*QUAKED team_human_medistat (0 .2 1) (-35 -35 -7) (35 35 7) 1287The human medical station. 1288 1289-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1290model="models/buildables/medistat/medistat.md3" 1291*/ 1292 1293//============================================================================= 1294 1295/*QUAKED team_human_mgturret (0 .2 1) (-25 -25 -20) (25 25 20) 1296The human machinegun turret. 1297 1298-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1299model="models/buildables/mgturret/turret_base.md3" 1300*/ 1301 1302//============================================================================= 1303 1304/*QUAKED team_human_reactor (0 .2 1) (-50 -50 -15) (50 50 95) 1305The human reactor. 1306 1307-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1308model="models/buildables/reactor/reactor.md3" 1309*/ 1310 1311//============================================================================= 1312 1313/*QUAKED team_human_repeater (0 .2 1) (-15 -15 -15) (15 15 25) 1314The human repeater. 1315 1316-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1317model="models/buildables/repeater/repeater.md3" 1318*/ 1319 1320//============================================================================= 1321 1322/*QUAKED team_human_tesla (0 .2 1) (-22 -22 -40) (22 22 40) 1323The human tesla generator. 1324 1325-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1326model="models/buildables/tesla/tesla.md3" 1327*/ 1328 1329//============================================================================= 1330 1331 1332 1333/*QUAKED team_alien_spawn (1 .2 0) (-15 -15 -15) (15 15 15) 1334The alien spawn point. 1335 1336-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1337model="models/buildables/eggpod/eggpod.md3" 1338*/ 1339 1340//============================================================================= 1341 1342/*QUAKED team_alien_acid_tube (1 .2 0) (-35 -35 -11) (35 35 40) 1343The alien acid tube. 1344 1345-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1346model="models/buildables/acid_tube/acid_tube.md3" 1347*/ 1348 1349//============================================================================= 1350 1351/*QUAKED team_alien_barricade (1 .2 0) (-35 -35 -15) (35 35 60) 1352The alien barricade. 1353 1354-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1355model="models/buildables/barricade/barricade.md3" 1356*/ 1357 1358//============================================================================= 1359 1360/*QUAKED team_alien_booster (1 .2 0) (-26 -26 -9) (26 26 9) 1361The alien booster. 1362 1363-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1364model="models/buildables/booster/booster.md3" 1365*/ 1366 1367//============================================================================= 1368 1369/*QUAKED team_alien_hovel (1 .2 0) (-50 -50 -20) (50 50 20) 1370The alien hovel. 1371 1372-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1373model="models/buildables/hovel/hovel.md3" 1374*/ 1375 1376//============================================================================= 1377 1378/*QUAKED team_alien_overmind (1 .2 0) (-45 -45 -15) (45 45 95) 1379The alien overmind. 1380 1381-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1382model="models/buildables/overmind/overmind.md3" 1383*/ 1384 1385//============================================================================= 1386 1387/*QUAKED team_alien_trapper (1 .2 0) (-15 -15 -15) (15 15 15) 1388The alien trapper. 1389 1390-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- 1391model="models/buildables/trapper/trapper.md3" 1392*/ 1393 1394//============================================================================= 1395 1396 1397 1398//============================================================================= 1399 1400TRIGGER_* ENTITIES 1401 1402//============================================================================= 1403 1404/*QUAKED trigger_heal (.5 .5 .5) ? START_OFF SLOW 1405Any player that touches this will be healed. It does heal points of healage each server frame. Targeting the trigger will toggle its effects. 1406 1407-------- SPAWNFLAGS -------- 1408START_OFF: needs to be triggered (toggle) to activate. 1409 1410SLOW: changes the heal rate to once per second. 1411 1412-------- KEYS -------- 1413heal: Health points to heal (default 5) 1414*/ 1415 1416/*QUAKED trigger_ammo (.5 .5 .5) ? SLOW NOENERGY NOCASE 1417Any player that touches this will have the ammo for his held weapon restored. It gives ammo in chunks reflected by the key "ammo" each server frame. 1418 1419-------- SPAWNFLAGS -------- 1420SLOW: changes the ammo rate to once per second. 1421 1422NOENERGY: disables this entity for energy weapons. 1423 1424NOCASE: disables this entity for case based weapons. 1425 1426-------- KEYS -------- 1427ammo: Amount of ammo to give (default 1) 1428*/ 1429 1430/*QUAKED trigger_gravity (.5 .5 .5) ? 1431The gravity (for players) within this trigger is determined by the gravity key. Targetting this entity toggles its effects. 1432NOT THROUGHLY TESTED: please report whether or not this works for you. 1433 1434-------- KEYS -------- 1435gravity: The gravity within this trigger (default 800). 1436*/ 1437 1438/*QUAKED trigger_buildable (.5 .5 .5) ? 1439Triggered by a buildable or subset of buildables. If no buildables key is supplied every buildable will trigger this entity. 1440NOT THROUGHLY TESTED: please report whether or not this works for you. 1441 1442-------- KEYS -------- 1443target: this points to the entity to activate. 1444 1445buildables: a comma delimited list of buildables which will trigger this entity. 1446 1447wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). 1448 1449random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 1450*/ 1451 1452/*QUAKED trigger_class (.5 .5 .5) ? 1453Triggered by a specific class or subset of classes. If no classes key is supplied every class will trigger this entity. 1454NOT THROUGHLY TESTED: please report whether or not this works for you. 1455 1456-------- KEYS -------- 1457target: this points to the entity to activate. 1458 1459classes: a comma delimited list of classes which will trigger this entity. 1460 1461wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). 1462 1463random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 1464*/ 1465 1466/*QUAKED trigger_equipment (.5 .5 .5) ? 1467Triggered by a player carrying some item (weapon or upgrade) or subset of items. If no equipment key is supplied every human will trigger this entity. 1468NOT THROUGHLY TESTED: please report whether or not this works for you. 1469 1470-------- KEYS -------- 1471target: this points to the entity to activate. 1472 1473equipment: a comma delimited list of equipment which will trigger this entity. 1474 1475wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). 1476 1477random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 1478*/ 1479 1480//============================================================================= 1481 1482/*QUAKED trigger_stage (.5 .5 .5) (-8 -8 -8) (8 8 8) 1483Fires its targets when the team key reaches stage key. 1484 1485-------- KEYS -------- 1486target: this points to the entity to activate. 1487 1488team: the team which triggers this entity; 1 for aliens, 2 for humans 1489 1490stage: the stage at which this entity is triggered; 1 for stage 2, 2 for stage 3 1491*/ 1492 1493//============================================================================= 1494 1495/*QUAKED trigger_win (.5 .5 .5) (-8 -8 -8) (8 8 8) 1496Fires its targets when the team key wins. 1497 1498-------- KEYS -------- 1499target: this points to the entity to activate. 1500 1501team: the team which triggers this entity; 1 for aliens, 2 for humans 1502*/ 1503 1504//============================================================================= 1505 1506/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) 1507Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. 1508 1509-------- KEYS -------- 1510target: this points to the entity to activate. 1511 1512notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1513 1514notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1515 1516notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1517*/ 1518 1519//============================================================================= 1520 1521/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW 1522Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. 1523 1524-------- KEYS -------- 1525dmg: number of points of damage inflicted to player per server frame (default 5 - integer values only). 1526 1527notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1528 1529notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1530 1531notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1532 1533-------- SPAWNFLAGS -------- 1534START_OFF needs to be triggered (toggle) for damage 1535 1536SILENT: supresses the sizzling sound while player is being hurt. 1537 1538NO_PROTECTION: player will be hurt regardless of protection (see Notes). 1539 1540SLOW: changes the damage rate to once per second. 1541 1542-------- NOTES -------- 1543The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game. 1544*/ 1545 1546//============================================================================= 1547 1548/*QUAKED trigger_multiple (.5 .5 .5) ? 1549Variable 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. 1550 1551-------- KEYS -------- 1552target: this points to the entity to activate. 1553 1554targetname: activating trigger points to this. 1555 1556wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). 1557 1558random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). 1559 1560notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1561 1562notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1563 1564notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1565 1566-------- NOTES -------- 1567When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). 1568*/ 1569 1570//============================================================================= 1571 1572/*QUAKED trigger_push (.5 .5 .5) ? 1573This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. 1574 1575-------- KEYS -------- 1576target: this points to the target_position to which the player will jump. 1577 1578notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1579 1580notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1581 1582notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1583 1584-------- NOTES -------- 1585To 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. 1586*/ 1587 1588//============================================================================= 1589 1590/*QUAKED trigger_teleport (.5 .5 .5) ? 1591Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. 1592 1593-------- KEYS -------- 1594target: this must point to a misc_teleporter_dest entity. 1595 1596notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. 1597 1598notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. 1599 1600notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode). 1601*/ 1602 1603 1604 1605//============================================================================= 1606 1607WORLDSPAWN ENTITY 1608 1609//============================================================================= 1610 1611/*QUAKED worldspawn (0 0 0) ? 1612Only used for the world. 1613-------- KEYS -------- 1614message: text to print at user logon. Used for name of level. 1615 1616music: path/name of looping .wav file used for level's music (eg. music/sonic5.wav). 1617 1618humanBuildPoints: The maximum amount of power the humans can use. Defaults to 1000. 1619 1620humanMaxStage: The highest stage the humans are allowed to use [0/1/2]. Defaults to 2. 1621humanStage2Threshold: The number of kills the humans must aquire to advance to stage 2. Defaults to 50. 1622humanStage3Threshold: The number of kills the humans must aquire to advance to stage 3. Defaults to 100. 1623 1624alienBuildPoints: The maximum amount of sentience available to the overmind. Defaults to 1000. 1625 1626alienMaxStage: The highest stage the aliens are allowed to use [0/1/2]. Defaults to 2. 1627alienStage2Threshold: The number of kills the aliens must aquire to advance to stage 2. Defaults to 50. 1628alienStage3Threshold: The number of kills the aliens must aquire to advance to stage 3. Defaults to 100. 1629 1630disabledEquipment: A comma delimited list of human weapons or upgrades to disable for this map. 1631disabledClasses: A comma delimited list of alien classes to disable for this map. 1632disabledBuildables: A comma delimited list of buildables to disable for this map. 1633 1634_ambient OR ambient: Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. 1635 1636_color: RGB value for ambient light color (default is 0 0 0). 1637 1638gravity: gravity of level (default is normal gravity: 800). 1639 1640gridsize: 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. 1641 1642_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. 1643 1644-------- Q3MAP2 KEYS -------- 1645_minlight: Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient. 1646 1647_minvertexlight: Minimum vertex lighting, levelwide. 1648 1649_mingridlight: Minimum lightgrid (dynamic entity lighting) levelwide. 1650 1651_keeplights: Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. 1652 1653_noshadersun: Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. 1654 1655_farplanedist: Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. 1656 1657_foghull: Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. 1658 1659_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0). 1660 1661_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. 1662 1663_rs OR _receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. 1664 1665_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. 1666 1667-------- Q3MAP2 TERRAIN KEYS -------- 1668_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface. 1669 1670_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain. 1671 1672_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. 1673*/ 1674 1675