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