1 /*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4)
2 Compiler-only entity that specifies a the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box.
3 To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version on what should be seen in the sky there.
5 angle: rotation angle of the sky surfaces.
6 angles: Individual control of PITCH, YAW, and ROLL (default 0 0 0).
7 _scale: scaling factor (default 64), good values are between 50 and 300, depending on the map.
10 /*QUAKED _decal (1.0 0.77 0.88) ?
11 Compiler-only entity that projects a surface (which must be a patch mesh) in a direction (which is given by the vector from the center of this entity to the "target" entity)
12 -------- KEYS --------
13 target: the entity to be targeted by the projection
14 -------- NOTES --------
15 This entity MUST contain one or more patch meshes.
16 The shaders of these patches SHOULD have the "polygonoffset" shader keyword (or you will get insane z-fighting).
17 The targeted entity is preferably an info_null.
18 The projection is a linear projection, and originates from the center of this entity (the start of the arrow line in Radiant) to the origin of the targeted entity (the end of the arrow line in Radiant).
21 /*QUAKED dom_controlpoint (.3 .3 1) (-16 -16 -16) (16 16 16)
22 Domination control point
23 In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
24 -------- KEYS --------
25 message: message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room".
26 wait: How often this point gives its controlling team frags.
27 frags: How many frags this point gives each wait cycle.
28 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
29 zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3"
33 /*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16)
35 In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
37 dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
39 model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink".
40 -------- KEYS --------
41 netname: name of team (Red Team). Set to "" or don't define for the required blank team.
42 cnt: color of the team. See the "Helpful Extras" section in Docs/mapping.txt for info.
43 model: When this team captures control points, the points turn to this model. If this is the neutral team, points start out as this model.
44 noise: Sound to be played on the control point when it's captured. Only players nearby will hear it.
45 noise1: Sound to be played to all players when the control point is captured. Also good for an announcer voice ("Red Team has captured a control point")
48 /*QUAKED func_assault_destructible (.5 0 .5) ? - - - - - - - - NOSPLASH
49 This is a brush model which can be damaged. Once triggered it's active and will happily receive damage players inflict upon it. Once all health is consumed it'll disappear and trigger the targeted entity/entities. As damage is received the brush model will be tinted in an increasingly visible flavor of red to give visible feedback.
50 -------- KEYS --------
51 health: The damage this trigger can take
52 target: The entity/entities to be triggered once this entity gets invisible
53 targetname: The name other entities can use to target this entity
54 mdl: particle effect name to show when destroyed
55 count: particle effect multiplier
56 mdl_dead: optional replacement model to show when destroyed
57 debris: names of debris models to show when destroyed, separated by spaces
58 noise: sound to play when destroyed
59 dmg: damage to deal to the environment when destroyed
60 dmg_edge: edge damage to deal to the environment when destroyed
61 dmg_radius: damage radius
62 dmg_force: damage force
63 message: death message when a player gets hit by the explosion
64 message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
65 debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
66 debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
67 debrisvelocity: initial velocity vector of the debris (static part)
68 debrisvelocityjitter: initial velocity vector of the debris (random part)
69 debrisavelocityjitter: initial angular velocity vector of the debris (random part)
70 debristime: time till the debris fades (average)
71 debristimejitter: time till the debris fades (random part)
72 debrisfadetime: how long debris takes to fade
73 debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions)
74 debrisskin: skin number of debris
75 -------- SPAWNFLAGS --------
76 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
79 /*QUAKED func_assault_wall (.5 0 .5) ?
80 Brush model that will disappear once the targeted target_objective is fulfilled. This can be used to restrict access to parts of the map until a certain objective has been conquered.
81 -------- KEYS --------
82 target: targetname of a target_objective
85 /*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
86 Solid 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.
87 -------- KEYS --------
88 speed: amount of time in seconds for one complete oscillation cycle (default 4).
89 height: sets the amount of travel of the oscillation movement (default 32).
90 phase: 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).
91 noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
92 dmg: damage a player who gets crushed by it receives
93 dmgtime: interval to apply dmg to a player who is s in the way
94 message: death message when a player gets crushed
95 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
96 -------- SPAWNFLAGS --------
97 X_AXIS: entity will bob along the X axis.
98 Y_AXIS: entity will bob along the Y axis.
101 /*QUAKED func_pendulum (0 .5 .8) ?
102 Solid entity that swings back and forth in an angular motion. Entity swings on the north-south direction by default (can be changed by using a different yaw angle).
103 -------- KEYS --------
104 speed: angle amount of the swinging
105 freq: frequency (cycles per second) of the swinging (if unspecified, a physically "somewhat correct" value is calculated that matches Quake 3)
106 phase: 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).
107 noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
108 dmg: damage a player who gets crushed by it receives
109 dmgtime: interval to apply dmg to a player who is s in the way
110 message: death message when a player gets crushed
111 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
114 /*QUAKED func_button (0 .5 .8) ? - - - - - - - - NOSPLASH
115 When 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.
116 -------- KEYS --------
117 angle: determines the direction in which the button will move (up = -1, down = -2).
118 target: all entities with a matching targetname will be triggered.
119 target2: all entities with a matching targetname will be triggered.
120 target3: all entities with a matching targetname will be triggered.
121 target4: all entities with a matching targetname will be triggered.
122 speed: speed of button's displacement (default 40).
123 wait: number of seconds button stays pressed (default 1, -1 = return immediately).
124 lip: lip remaining at end of move (default 4 units).
125 health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
126 -------- SPAWNFLAGS --------
127 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
130 /*QUAKED func_door (0 .5 .8) ? START_OPEN - DOOR_DONT_LINK - - TOGGLE - - NOSPLASH
131 Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
132 If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors).
133 -------- KEYS --------
134 message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set
135 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
136 angle: determines the opening direction
137 targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
138 health: if set, door must be shot open
139 speed: movement speed (100 default)
140 wait: wait before returning (3 default, -1 = never return)
141 lip: lip remaining at end of move (8 default)
142 dmg: damage to inflict when blocked (when triggered and someone is in the way)
143 sounds: when 1, use default door sounds
144 noise1: sound when the door opens
145 noise2: sound when the door closes
146 -------- SPAWNFLAGS --------
147 START_OPEN: causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors).
148 DOOR_DONT_LINK: the door won't link with another door it touches
149 TOGGLE: causes the door to wait in both the start and end states for a trigger event.
150 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
153 /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN - TOGGLE X_AXIS Y_AXIS NOSPLASH
154 Normal rotating door entity that opens by rotating around an axis (default: Z). Use an origin brush to specify the rotation axis.
155 By default, the door will activate when player walks close to it or when damage is inflicted to it.
156 If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches.
157 BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor.
158 The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction
159 must have set trigger_reverse to 1.
160 BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side.
161 -------- KEYS --------
162 message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set
163 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
164 angle: determines the destination angle for opening. negative values reverse the direction (90 default)
165 targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
166 health: if set, door must be shot open
167 speed: speed to rotate (in degrees per second)
168 wait: wait before returning (3 default, -1 = never return)
169 dmg: damage to inflict when blocked (when triggered and someone is in the way)
170 sounds: when 1, use default door sounds
171 noise1: sound when the door opens
172 noise2: sound when the door closes
173 -------- SPAWNFLAGS --------
174 START_OPEN: causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors).
175 DOOR_DONT_LINK: the door won't link with another door it touches
176 TOGGLE: causes the door to wait in both the start and end states for a trigger event.
177 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
180 /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
181 Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
182 -------- KEYS --------
183 wait: # of seconds before coming back
184 key1: first entity key with one-line description
185 key2: second entity key with one-line description
186 t_width: override WIDTH to move back (or height if going down)
187 t_length: override LENGTH to move sideways
188 dmg: damage to inflict when blocked (2 default)
189 message: text to display when activating the door, or death message if dmg is set
190 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
191 noise1: sound when opening backwards or closing
192 noise2: sound when opening sideways
193 noise3: sound when stopping
194 -------- SPAWNFLAGS --------
195 OPEN_ONCE: only work once, then stay open
196 1ST_LEFT: 1st move is left of arrow
197 1ST_DOWN: 1st move is down from arrow
198 NO_SHOOT: never respond to shots
199 ALWAYS_SHOOT: even if targetname is set, respond to shots
202 /*QUAKED func_group (0 .5 .8) ?
203 This 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.
204 -------- Q3MAP2 KEYS --------
205 _lightmapscale: light map resolution factor
206 _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.
207 _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.
208 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
209 -------- KEYS --------
210 _indexmap: Path/name for the TGA file used to guide the mapping of textures on the terrain surface.
211 _layers: number of unique root shaders that will be use on the terrain.
212 _shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
213 _offsets: space separated list of height offsets for the index map
216 /*QUAKED func_ladder (0 .5 .8) ?
217 a ladder, need i say no more
218 grab a trigger brush and put it in front of the part that you want the player to climb
221 /*QUAKED func_plat (0 .5 .8) ? - - CRUSH
222 Rising 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.
223 -------- KEYS --------
224 speed: determines how fast the plat moves (default 150).
225 lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
226 height: if set, this will determine the total amount of vertical travel of the plat.
227 dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.
228 targetname: if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later.
229 sounds: 2 for alternate sound set, -1 for silence, or use the fields below
230 sound1: platform starts moving sound
231 sound2: platform stop sound
232 message: kill message, when someone gets killed by this plat
233 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
234 -------- SPAWNFLAGS --------
235 CRUSH: crush players hit by the platform instantly
236 -------- NOTES --------
237 By 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.
240 /*QUAKED func_rain (0 .5 .8) ?
241 This is an invisible area like a trigger, which rain falls inside of.
242 -------- KEYS --------
243 velocity: falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
244 cnt: sets color of rain in the Quake palette (default 12 - white)
245 count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
248 /*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
249 Brush entity that spins in place on one axis (default Z). Use an origin brush to specify the rotation axis.
250 To rotate around another axis, make a func_wall with an explicit avelocity given.
251 -------- KEYS --------
252 speed: speed to rotate (in degrees per second)
253 noise: path/name of looping .wav file to play.
254 dmg: Do this much dmg every .dmgtime interval when blocked
255 dmgtime: See above. (0.25s default)
256 message: kill message when crushed by this
257 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
258 -------- SPAWNFLAGS --------
259 X_AXIS: rotate around the X axis
260 Y_AXIS: rotate around the Y axis
263 /*QUAKED func_snow (0 .5 .8) ?
264 This is an invisible area like a trigger, which snow falls inside of.
265 -------- KEYS --------
266 velocity: falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
267 cnt: sets color of snow in the Quake palette (default 12 - white)
268 count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
271 /*QUAKED func_stardust (.5 .5 .5) (-8 -8 -8) (8 8 8)
272 Point entity with EF_STARDUST applied. This will spawn a particle cloud with mostly golden particles. Used as eye-candy.
275 /*QUAKED func_train (0 .5 .8) ?
276 Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates).
277 At each node, the train's mins corner hits exactly the path_corner.
278 Trains always start on in the game.
279 Trains do not damage the played when blocked.
280 Trains cannot emit sound.
281 Trains are not trigger-able or toggle-able.
282 Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
283 -------- KEYS --------
284 speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)
285 target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
286 noise: path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
287 dmg: damage a player who gets crushed by it receives
288 dmgtime: interval to apply dmg to a player who is s in the way
289 message: death message when a player gets crushed
290 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
293 /*QUAKED info_location (1 1 0) (-8 -8 -8) (8 8 8)
294 Location for use by the %l escape in "say" messages.
295 The closest "visible" info_location entity is chosen to find the right location name for a point.
296 -------- KEYS --------
297 netname: name of location, possibly with color codes
300 /*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
301 Entity that does nothing, but may be targeted (e.g. to use its position)
302 -------- KEYS --------
303 targetname: must match the target key of entity that uses this for pointing.
306 /*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
307 Aiming target for q3map2-internal entities like _decal or light. Removes itself when loaded, so it can NOT be used for in-game stuff!
308 -------- KEYS --------
309 targetname: the entity that requires an aiming direction points to this.
312 /*QUAKED info_player_attacker (1 0.5 0) (-16 -16 -24) (16 16 45)
313 Attacking team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
314 -------- KEYS --------
315 target: this should point to a target_objective to decide when this spawning point is active.
316 target2: trigger all entities with this targetname when someone spawns
317 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
318 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
321 /*QUAKED info_player_deathmatch (0 1 0) (-16 -16 -24) (16 16 45)
322 Normal player spawning location in game types without team spawns. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
323 -------- KEYS --------
324 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
325 target: trigger all entities with this targetname when someone spawns
326 targetname: when targeted by a func_button, pressing the button will assign the spawn point to the team of the activator as an additional spawn point, or reassign it if it was already assigned. Also used to assign spawn points to Onslaught control points.
327 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
330 /*QUAKED info_player_defender (.5 .5 .5) (-16 -16 -24) (16 16 45)
331 Defending team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
332 -------- KEYS --------
333 target: this should point to a target_objective to decide when this spawning point is active.
334 target2: trigger all entities with this targetname when someone spawns
335 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
336 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
339 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 45)
340 Red team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
341 -------- KEYS --------
342 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
343 target: trigger all entities with this targetname when someone spawns
344 targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
345 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
348 /*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 45)
349 Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
350 -------- KEYS --------
351 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
352 target: trigger all entities with this targetname when someone spawns
353 targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
354 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
357 /*QUAKED info_player_team3 (1 1 0) (-16 -16 -24) (16 16 45)
358 Yellow team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there.
359 -------- KEYS --------
360 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
361 target: trigger all entities with this targetname when someone spawns
362 targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
363 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
366 /*QUAKED info_player_team4 (1 0 1) (-16 -16 -24) (16 16 45)
367 Pink team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there.
368 -------- KEYS --------
369 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
370 target: trigger all entities with this targetname when someone spawns
371 targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
372 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
375 /*QUAKED item_armor_large (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
376 Large Armor (default 100 armor points)
377 -------- KEYS --------
378 respawntime: time till it respawns (default: 30)
379 armorvalue: amount of armor it gives (default: 100 (g_pickup_armorlarge))
380 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max))
381 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
382 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
383 -------- SPAWNFLAGS --------
384 FLOATING: the item will float in air, instead of aligning to the floor by falling
385 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
386 modeldisabled="models/items/g_a25.md3"
389 /*QUAKED item_armor_big (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
390 Big Armor (default 50 armor points)
391 -------- KEYS --------
392 respawntime: time till it respawns (default: 20)
393 armorvalue: amount of armor it gives (default: 50 (g_pickup_armorlarge))
394 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max))
395 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
396 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
397 -------- SPAWNFLAGS --------
398 FLOATING: the item will float in air, instead of aligning to the floor by falling
399 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
400 modeldisabled="models/items/g_a50.md3"
403 /*QUAKED item_armor_medium (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
404 Medium Armor (default 25 armor points)
405 -------- KEYS --------
406 respawntime: time till it respawns (default: 20)
407 armorvalue: amount of armor it gives (default: 25 (g_pickup_armormedium))
408 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armormedium_max))
409 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
410 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
411 -------- SPAWNFLAGS --------
412 FLOATING: the item will float in air, instead of aligning to the floor by falling
413 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
414 modeldisabled="models/items/g_armormedium.md3"
417 /*QUAKED item_armor_small (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
418 Small Armor (default 5 armor points)
419 -------- KEYS --------
420 respawntime: time till it respawns (default: 15)
421 armorvalue: amount of armor it gives (default: 5 (g_pickup_armorsmall))
422 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorsmall_max))
423 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
424 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
425 -------- SPAWNFLAGS --------
426 FLOATING: the item will float in air, instead of aligning to the floor by falling
427 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
428 modeldisabled="models/items/g_a1.md3"
431 /*QUAKED item_bullets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
433 -------- KEYS --------
434 ammo_nails: bullets gained by this item (if unset, g_pickup_nails is used)
435 respawntime: time till it respawns (default: 15)
436 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
437 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
438 -------- SPAWNFLAGS --------
439 FLOATING: the item will float in air, instead of aligning to the floor by falling
440 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
441 modeldisabled="models/items/a_bullets.md3"
444 /*QUAKED item_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
445 Nex, Electro and Crylink ammo
446 -------- KEYS --------
447 ammo_cells: cells gained by this item (if unset, g_pickup_cells is used)
448 respawntime: time till it respawns (default: 15)
449 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
450 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
451 -------- SPAWNFLAGS --------
452 FLOATING: the item will float in air, instead of aligning to the floor by falling
453 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
454 modeldisabled="models/items/a_cells.md3"
457 /*QUAKED item_flag_team1 (1 0 0) (-32 -32 0) (32 32 74)
458 CTF flag for team one (Red). Use more than one if you really insist.
459 -------- KEYS --------
461 scale: scaling factor (DO set this when using your own model!)
462 noise: sound played when flag is picked up
463 noise1: sound played when flag is returned
464 noise2: sound played when flag is captured
465 noise3: sound played when flag is lost in the field and respawns itself
466 -------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
467 zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3"
470 /*QUAKED item_flag_team2 (0 0 1) (-32 -32 0) (32 32 74)
471 CTF flag for team two (Blue). Use more than one if you really insist.
472 -------- KEYS --------
474 scale: scaling factor (DO set this when using your own model!)
475 noise: sound played when flag is picked up
476 noise1: sound played when flag is returned
477 noise2: sound played when flag is captured
478 noise3: sound played when flag is lost in the field and respawns itself
479 -------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
480 zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
483 /*QUAKED item_health_large (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
484 Large Health (default 50 health points)
485 -------- KEYS --------
486 respawntime: time till it respawns (default: 20)
487 health: amount of health it gives (default: 50 (g_pickup_healthlarge))
488 max_health: max of health it increases to (default: 999 (g_pickup_healthlarge_max))
489 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
490 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
491 -------- SPAWNFLAGS --------
492 FLOATING: the item will float in air, instead of aligning to the floor by falling
493 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
494 modeldisabled="models/items/g_h50.md3"
497 /*QUAKED item_health_medium (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
498 Medium Health (default 25 health points)
499 -------- KEYS --------
500 respawntime: time till it respawns (default: 15)
501 health: amount of health it gives (default: 25 (g_pickup_healthmedium))
502 max_health: max of health it increases to (default: 999 (g_pickup_healthmedium_max))
503 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
504 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
505 -------- SPAWNFLAGS --------
506 FLOATING: the item will float in air, instead of aligning to the floor by falling
507 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
508 modeldisabled="models/items/g_h25.md3"
511 /*QUAKED item_health_mega (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
512 Mega Health (default 100 health points)
513 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
514 -------- KEYS --------
515 respawntime: time till it respawns (default: 30)
516 health: amount of health it gives (default: 100 (g_pickup_healthmega))
517 max_health: max of health it increases to (default: 999 (g_pickup_healthmega_max))
518 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
519 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
520 -------- SPAWNFLAGS --------
521 FLOATING: the item will float in air, instead of aligning to the floor by falling
522 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
523 modeldisabled="models/items/g_h100.md3"
526 /*QUAKED item_health_small (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
527 Small Health (default 5 health points)
528 -------- KEYS --------
529 respawntime: time till it respawns (default: 15)
530 health: amount of health it gives (default: 5 (g_pickup_healthsmall))
531 max_health: max of health it increases to (default: 5 (g_pickup_healthsmall_max))
532 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
533 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
534 -------- SPAWNFLAGS --------
535 FLOATING: the item will float in air, instead of aligning to the floor by falling
536 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
537 modeldisabled="models/items/g_h1.md3"
540 /*QUAKED item_invincible (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
542 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
543 -------- KEYS --------
544 respawntime: time till it respawns (default: 120)
545 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
546 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
547 -------- SPAWNFLAGS --------
548 FLOATING: the item will float in air, instead of aligning to the floor by falling
549 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
550 modeldisabled="models/items/g_invincible.md3"
553 /*QUAKED item_minst_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
555 Always contains 5 (g_minstagib_ammo_drop) shots.
556 It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
557 -------- KEYS --------
558 respawntime: time till it respawns (default: 45)
559 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
560 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
561 -------- SPAWNFLAGS --------
562 FLOATING: the item will float in air, instead of aligning to the floor by falling
563 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
564 modeldisabled="models/items/a_cells.md3"
567 /*QUAKED item_rockets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
568 Rocket Launcher, Hagar and Mortar ammo
569 -------- KEYS --------
570 ammo_rockets: rockets gained by this item (if unset, g_pickup_rockets is used)
571 respawntime: time till it respawns (default: 15)
572 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
573 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
574 -------- SPAWNFLAGS --------
575 FLOATING: the item will float in air, instead of aligning to the floor by falling
576 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
577 modeldisabled="models/items/a_rockets.md3"
580 /*QUAKED item_shells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
582 -------- KEYS --------
583 ammo_shells: shells gained by this item (if unset, g_pickup_shells is used)
584 respawntime: time till it respawns (default: 15)
585 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
586 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
587 -------- SPAWNFLAGS --------
588 FLOATING: the item will float in air, instead of aligning to the floor by falling
589 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
590 modeldisabled="models/items/a_shells.md3"
593 /*QUAKED item_strength (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
594 Strength aka Quad damage
595 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
596 -------- KEYS --------
597 respawntime: time till it respawns (default: 120)
598 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
599 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
600 -------- SPAWNFLAGS --------
601 FLOATING: the item will float in air, instead of aligning to the floor by falling
602 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
603 modeldisabled="models/items/g_strength.md3"
606 /*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE - - NOGRIDLIGHT
607 Non-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.
608 Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
609 Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
610 By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
611 -------- KEYS --------
612 light: intensity factor (default: 300). A linear
613 _color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
614 target: Lights pointed at a target will be spotlights.
615 radius: radius of a spotlight at the target point (default: 64)
616 _anglescale: scales angle attenuation
617 fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade*8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
618 _filterradius: filter radius for this light, similar to -light -filter
619 _sun: if 1, this light is an infinite sun light
620 _samples: number of samples to use to get soft shadows from a light
621 _deviance: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
622 -------- SPAWNFLAGS --------
623 LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
624 NOANGLE: Ignore angle attenuation.
625 NOGRIDLIGHT: Do not affect the light grid (dynamic entity lighting).
628 /*QUAKED lightJunior (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE
629 Non-displayed point light source that JUST APPLIES TO THE LIGHT GRID. No idea what this is good for. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
630 Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
631 Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
632 By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
633 -------- KEYS --------
634 light: intensity factor (default: 300). A linear
635 _color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
636 target: Lights pointed at a target will be spotlights.
637 radius: radius of a spotlight at the target point (default: 64)
638 _anglescale: scales angle attenuation
639 fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade*8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
640 _filterradius: filter radius for this light, similar to -light -filter
641 _sun: if 1, this light is an infinite sun light
642 _samples: number of samples to use to get soft shadows from a light
643 _deviance: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
644 -------- SPAWNFLAGS --------
645 LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
646 NOANGLE: Ignore angle attenuation.
649 /*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE NOTRACE INVERT_TEAM
650 Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush.
651 -------- KEYS --------
652 target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow)
653 mdl: name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not)
654 colormod: color of the laser beam (default: red, that is, 1 0 0)
655 dmg: damage inflicted by the beam per second, or -1 for an instant-death ray
656 targetname: name to target this (then its state is toggled)
657 alpha: when set, makes a dark laser of the given strength; may be combined with colormod
658 scale: scales the beam thickness (default 1)
659 modelscale: scales the dynamic light radius at the endpoint (default 1, -1 to turn off)
660 team: team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)
661 -------- SPAWNFLAGS --------
662 START_ON: when targeted, the laser will start switched on
663 FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth)
664 NOTRACE: the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"!
665 INVERT_TEAM: the team that owns this will NOT get hurt
666 -------- NOTES --------
667 Use trigger_monoflop if you want the laser to turn off for a while, then turn back on.
668 When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
671 /*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID FORCE_META EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA DONT_FIX_NORMALS
672 Generic 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.
673 -------- Q3MAP2 KEYS --------
674 model: file name of model to include
675 _frame: frame of model to include
676 _remap: string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc.
677 angle: view direction of the model
678 angles: view direction of the model in PITCH YAW ROLL
679 modelscale: scaling factor
680 modelscale_vec: scaling vector for non-uniform scaling
681 _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.
682 _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.
683 _lightmapscale: light map resolution factor
684 _celshader: the cel shader for this
685 -------- SPAWNFLAGS --------
686 SOLID: make the model solid
687 FORCE_META: force the model to go through the -meta pipeline and enable lightmapping
688 EXTRUDE_NORMALS: for converting triangles to clip brushes, extrude along the model normals (by default, extrusion happens in a coordinate axis direction that is decided per triangle)
689 EXTRUDE_TERRAIN: always extrude downwards (for terrain)
690 COLOR_TO_ALPHA: use the color value as alpha (for terrain blending)
691 DONT_FIX_NORMALS: do not regenerate normals
694 /*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
695 A way to load models from a map by the engine (e.g. self-animated zym models).
696 Is non-solid by default.
697 The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity!
698 -------- KEYS --------
699 model: when used as a point entity, file name of model to load; when used as a brush entity, do not specify that
700 frame: animation frame to play (for self-animated zym models)
701 skin: number of skin to load (when model is used)
702 movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
703 solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
704 avelocity: vector giving its angular velocity (useful for spinning models)
705 scale: scale factor of the model (range: 0.0625 to 15.9375)
706 colormap: 1024 + 16 * pantscolor + shirtcolor
707 velocity: when movetype isn't 0, initial velocity vector
708 angles: initial looking direction
709 modelscale: scaling factor
710 effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
711 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
712 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
713 lodmodel1: file name of the first LOD model replacement
714 lodmodel2: file name of the second LOD model replacement
715 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
716 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
717 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
718 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
719 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
720 cvarfilter: either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign.
721 -------- SPAWNFLAGS --------
722 ALIGN_ORIGIN: align the origin to the surface below the model
723 ALIGN_BOTTOM: align the bottom of the model to the surface below it
726 /*QUAKED func_illusionary (0 .5 .8) ?
727 NOTE - THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS OR FUNC_CLIENTILLUSIONARY INSTEAD.
728 A non-solid brush entity. Use func_wall if you want it solid.
729 The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
730 -------- KEYS --------
731 movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
732 avelocity: vector giving its angular velocity (useful for spinning models)
733 scale: scale factor of the model (range: 0.0625 to 15.9375)
734 colormap: 1024 + 16 * pantscolor + shirtcolor
735 velocity: when movetype isn't 0, initial velocity vector
736 angles: initial looking direction
737 effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
738 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
739 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
740 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
741 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
742 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
743 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
744 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
745 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
746 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
747 -------- Q3MAP2 KEYS --------
748 _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.
749 _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.
750 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
751 _clonename: template name so one can clone from it
752 min: override automatically found minimum coordinate bounds
753 max: override automatically found maximum coordinate bounds
754 targetname: if targeted by a misc_model, its brushes get inserted into this
755 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
758 /*QUAKED func_wall (0 .5 .8) ?
759 A solid brush entity. Use func_clientillusionary if you want it non-solid.
760 The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
761 -------- KEYS --------
762 movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
763 solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice)
764 avelocity: vector giving its angular velocity (useful for spinning models)
765 scale: scale factor of the model (range: 0.0625 to 15.9375)
766 colormap: 1024 + 16 * pantscolor + shirtcolor
767 velocity: when movetype isn't 0, initial velocity vector
768 angles: initial looking direction
769 effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
770 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
771 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
772 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
773 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
774 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
775 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
776 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
777 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
778 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
779 -------- Q3MAP2 KEYS --------
780 _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.
781 _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.
782 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
783 _clonename: template name so one can clone from it
784 min: override automatically found minimum coordinate bounds
785 max: override automatically found maximum coordinate bounds
786 targetname: if targeted by a misc_model, its brushes get inserted into this
787 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
790 /*QUAKED misc_clientmodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
791 A way to load models from a map by the engine (e.g. self-animated zym models) on client side.
792 Is non-solid by default.
793 -------- KEYS --------
794 scale: scale factor of the model (range: 0.0625 to 15.9375)
795 colormap: 1024 + 16 * pantscolor + shirtcolor
796 angles: initial looking direction
797 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
798 bgmscript: emitter class from the BGM script (if prefixed with <, movedir is treated as an angle value)
799 bgmscriptattack: attack time of the effect strength (0 to 3.9)
800 bgmscriptdecay: decay time of the effect strength (0 to 3.9)
801 bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
802 bgmscriptrelease: release time of the effect strength (0 to 3.9)
803 movedir: vector by which the entity moves when "pressed" by the bgmscript
804 lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
805 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
806 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
807 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
808 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
809 -------- SPAWNFLAGS --------
810 ALIGN_ORIGIN: align the origin to the surface below the model
811 ALIGN_BOTTOM: align the bottom of the model to the surface below it
814 /*QUAKED func_clientillusionary (0 .5 .8) ?
815 A client-side non-solid brush entity. Use func_wall if you want it solid.
816 -------- KEYS --------
817 scale: scale factor of the model (range: 0.0625 to 15.9375)
818 colormap: 1024 + 16 * pantscolor + shirtcolor
819 angles: initial looking direction
820 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
821 bgmscript: emitter class from the BGM script
822 bgmscriptattack: attack time of the effect strength (0 to 3.9)
823 bgmscriptdecay: decay time of the effect strength (0 to 3.9)
824 bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
825 bgmscriptrelease: release time of the effect strength (0 to 3.9)
826 movedir: vector by which the entity moves when "pressed" by the bgmscript
827 lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
828 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
829 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
830 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
831 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
832 -------- Q3MAP2 KEYS --------
833 _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.
834 _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.
835 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
836 _clonename: template name so one can clone from it
837 min: override automatically found minimum coordinate bounds
838 max: override automatically found maximum coordinate bounds
839 targetname: if targeted by a misc_model, its brushes get inserted into this
840 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
843 /*QUAKED func_clientwall (0 .5 .8) ?
844 NOTE - THIS ENTITY IS IN MOST USE CASES BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE FUNC_WALL INSTEAD.
845 A client-side solid brush entity. Use func_clientillusionary if you want it non-solid.
846 -------- KEYS --------
847 solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice)
848 scale: scale factor of the model (range: 0.0625 to 15.9375)
849 colormap: 1024 + 16 * pantscolor + shirtcolor
850 angles: initial looking direction
851 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
852 bgmscript: emitter class from the BGM script
853 bgmscriptattack: attack time of the effect strength (0 to 3.9)
854 bgmscriptdecay: decay time of the effect strength (0 to 3.9)
855 bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
856 bgmscriptrelease: release time of the effect strength (0 to 3.9)
857 movedir: vector by which the entity moves when "pressed" by the bgmscript
858 lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
859 originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
860 anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
861 anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
862 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
863 -------- Q3MAP2 KEYS --------
864 _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.
865 _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.
866 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
867 _clonename: template name so one can clone from it
868 min: override automatically found minimum coordinate bounds
869 max: override automatically found maximum coordinate bounds
870 targetname: if targeted by a misc_model, its brushes get inserted into this
871 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
874 /*QUAKED misc_teleporter_dest (1 .5 .25) (-16 -16 -24) (16 16 45)
875 Teleport destination location point for trigger_teleport entities. Do not let it touch the floor, but place it slightly higher (like, 16 units above) for better flow when jumping through it.
876 -------- KEYS --------
877 targetname: make the trigger_teleporter point to this.
878 target: target to activate when a teleporter targeting this is used
879 target2: target to activate when a teleporter targeting this is used
880 target3: target to activate when a teleporter targeting this is used
881 target4: target to activate when a teleporter targeting this is used
882 angle: direction in which player will look when teleported, OR use
883 angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
884 cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest
885 speed: maximum speed cap for the teleported player (if -1, teleported players will have no speed)
888 /*QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
889 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
890 This should link to an onslaught_controlpoint entity or onslaught_generator entity.
891 -------- KEYS --------
892 targetname: name that onslaught_link entities will use to target this.
893 target: target any entities that are tied to this control point, such as vehicles and buildable structure entities.
894 message: name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
897 /*QUAKED onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
900 onslaught_link entities can target this.
901 -------- KEYS --------
902 team: team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
903 targetname: name that onslaught_link entities will use to target this.
906 /*QUAKED onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
907 Link between control points.
909 This entity targets two different onslaught_controlpoint or onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
910 -------- KEYS --------
911 target: first control point.
912 target2: second control point.
915 /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
916 Path corner entity that func_train will follow.
917 All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point)
918 -------- KEYS --------
919 target: point to next path_corner in the path.
920 targetname: the train following the path or the previous path_corner in the path points to this.
921 speed: speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.
922 wait: number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1
925 /*QUAKED runematch_spawn_point (.3 .3 1) (-16 -16 -16) (16 16 16)
926 Spawn point for runes in a runematch.
927 Runematch can work without runes also, it then spawn runes at random safe locations.
930 /*QUAKED target_assault_roundend (1 0 0) (-8 -8 -8) (8 8 8)
931 This entity ends the current assault round if triggered or if the timelimit is reached.
932 Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team.
933 Every assault map needs this entity. There should only be one per map.
934 -------- KEYS --------
935 targetname: Name to target this entity
938 /*QUAKED target_assault_roundstart (.5 0 .5) (-8 -8 -8) (8 8 8)
939 This entity triggers its targets whenever a new assault round is started. This can be used to e.g. activate the first objective.
940 -------- KEYS --------
941 target: targetname of entities to be enabled/triggered on round start (e.g. the first target_objective)
942 target2: targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective)
943 target3: targetname of entities to be enabled/triggered on round start
944 target4: targetname of entities to be enabled/triggered on round start
947 /*QUAKED target_objective (.5 0 .5) (-8 -8 -8) (8 8 8)
948 target_objective controls an objective. Once triggered the objective is active and has 100 "health" points. If this "health" falls below zero it is assumed this objective has been fulfilled and entities targeted will be triggered (e.g. to activate the next objective or to end this round). Use target_objective_decrease to decrease the objective health.
949 -------- KEYS --------
950 target: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the next target_objective, or target_assault_roundend)
951 target2: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective)
952 target3: targetname of entities to be enabled/triggered on objective fulfilling
953 target4: targetname of entities to be enabled/triggered on objective fulfilling
954 targetname: targetname for this entity so it can be triggered by other entities.
957 /*QUAKED target_objective_decrease (0 1 0) (-8 -8 -8) (8 8 8)
958 When triggered decreases health of the targeted target_objective by the amount specified in dmg. Remember, target_objective has 100 health points and is considered conquered if health falls below zero.
959 If you want e.g. two events to happen to conquer an objective you'd need two target_objective_decrease, each with a value for cnt of e.g. 51. To show attackers and defenders where to go, target_objective_decrease will show a fitting sprite ("Defend" to defenders, "Destroy"/"Push" to attackers) which can be seen through walls.
960 -------- KEYS --------
961 target: The targetname of the target_objective you want to manipulate.
962 targetname: Name for other entities to target this entity.
963 dmg: The amount of "health"-points you want to subtract from the objective health. Defaults to 101. Also used as score for triggering this objective.
966 /*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
967 Aiming target for entities like light and trigger_push.
968 -------- KEYS --------
969 targetname: the entity that requires an aiming direction points to this.
970 target: target to activate when a jumppad targeting this is used
973 /*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
974 Sound generating entity that plays sound files.
975 If targeted, it plays the sound file every time when triggered.
976 If not targeted, it loops the sound file as an ambient noise.
977 The sound name may also be of the form *soundname, and in that case the respective player sound is played
978 -------- KEYS --------
979 noise: path/name of .wav/.ogg file to play
980 targetname: the activating button or trigger points to this.
981 atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5 if targeted, 3 otherwise; set to -1 for no attenuation (global sound)
982 volume: volume of the sound
983 -------- SPAWNFLAGS --------
984 LOOPED_ON: the sound is looped and initially plays (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger.
985 LOOPED_OFF: the sound is looped and initially does not play (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger.
986 GLOBAL: the sound plays with no attenuation (same as setting atten to -1)
987 ACTIVATOR: the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF)
990 /*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE
991 Acts as an intermediary for an action that takes multiple inputs.
992 After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
993 -------- KEYS --------
994 count: how many times this needs to be triggered to activate its targets
995 target: trigger all entities with this targetname when triggered
996 targetname: name that identifies this entity so it can be triggered
997 delay: delay the triggering by the given time
998 message: print this message to the player who activated the trigger
999 killtarget: remove all entities with this targetname when triggered
1000 -------- SPAWNFLAGS --------
1001 NOMESSAGE: don't print a "2 more to go..."-like message when triggered
1004 /*QUAKED trigger_delay (.5 .5 .5) (-8 -8 -8) (8 8 8)
1005 Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay).
1006 -------- KEYS --------
1007 wait: delay the triggering by the given time
1008 target: trigger all entities with this targetname when triggered
1009 targetname: name that identifies this entity so it can be triggered
1010 message: print this message to the player who activated the trigger
1011 killtarget: remove all entities with this targetname when triggered
1014 /*QUAKED trigger_hurt (.5 .5 .5) ? - - INVERT_TEAM
1015 Any object touching this will be hurt.
1016 Has the useful effect of automatically returning flags, keys and runes when they touch it.
1017 -------- KEYS --------
1018 dmg: amount of damage to deal (default: 1000)
1019 message: kill message when someone gets killed by this (default: "was in the wrong place")
1020 message2: kill message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
1021 team: team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)
1022 -------- SPAWNFLAGS --------
1023 INVERT_TEAM: the team that owns this will NOT jump when touching this
1026 /*QUAKED trigger_impulse (.5 .5 .5) ?
1027 An accelerator/dampener/wind field.
1028 Can be used in two ways:
1029 "dampener field": just set strength to a value from 0 to 1. Entering the field will slow down to this factor.
1030 "accelerator field": just set strength to a value from 1 to infinity. Entering the field will accelerate by this factor.
1031 "wind field": set strength to the amount of velocity to add per second, and target a target_position. The field will apply force in the direction from its own origin to the target (use an origin brush to specify its own origin, or this will fail) when touched.
1032 "gravity field": set strength to the amount of velocity to add per second at the center, and set radius to the radius of the field. Set falloff to the desired falloff characteristics.
1033 -------- KEYS --------
1034 target: "wind field": points to the target_position to which the player will get pushed.
1035 strength: "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.
1036 falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
1039 /*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS INVERT_TEAM - - - - - NOSPLASH
1040 Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
1041 -------- KEYS --------
1042 health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
1043 wait: prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all)
1044 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
1045 noise: path to sound file, if you want to play something else
1046 target: trigger all entities with this targetname when triggered
1047 target2: trigger all entities with this targetname when triggered
1048 target3: trigger all entities with this targetname when triggered
1049 target4: trigger all entities with this targetname when triggered
1050 targetname: name that identifies this entity so it can be triggered
1051 delay: delay the triggering by the given time
1052 message: print this message to the player who activated the trigger
1053 killtarget: remove all entities with this targetname when triggered
1054 team: team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)
1055 -------- SPAWNFLAGS --------
1056 NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
1057 ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
1058 INVERT_TEAM: the team that owns the trigger will NOT trigger when touching this
1059 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
1062 /*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH - - - - - - - NOSPLASH
1063 Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
1064 Basically, it's a use-once trigger_multiple.
1065 -------- KEYS --------
1066 health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
1067 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
1068 noise: path to sound file, if you want to play something else
1069 target: trigger all entities with this targetname when triggered
1070 targetname: name that identifies this entity so it can be triggered
1071 delay: delay the triggering by the given time
1072 message: print this message to the player who activated the trigger
1073 killtarget: remove all entities with this targetname when triggered
1074 -------- SPAWNFLAGS --------
1075 NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
1076 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
1079 /*QUAKED trigger_push (1 .5 0) ? - - INVERT_TEAM
1080 Jump pad. What else?
1081 Can be used in three ways:
1082 Xonotic "target/height" way: put the target_position where the player should land, and tune height to get a nice jump path. A good starting value for height is 100.
1083 Q3A "target" way: put the target_position at the apex of the jump, and hope the player will land at the right spot. Good luck.
1084 Quake "movedir/speed" way: player will get velocity movedir * speed * 10 when using the jump pad
1085 -------- KEYS --------
1086 target: point the player will fly to when using the jump pad (use a target_position here)
1087 height: if height is 0, the (player's origin at the) apex of the jump will be at the target; otherwise, the apex will be abs(height) above the higher point of player's origin and the target; if positive, the apex will be reached in the jump from initial origin to target
1088 movedir: when target is not set, direction vector to push to
1089 speed: speed of jump pad (default: 1000)
1090 noise: sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent
1091 team: team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport)
1092 targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
1093 -------- SPAWNFLAGS --------
1094 INVERT_TEAM: the team that owns the teleporter will NOT jump when touching this
1097 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
1098 This fixed size trigger cannot be touched, it can only be fired by other events. It can, like any other trigger, contain killtargets, targets, delays, and messages.
1099 One possible use is to trigger entities with more than one targetname on an action, e.g. a button. For this, set target of your button to foobar. Create two trigger_relay with targetname=foobar. Give one of the trigger_relay entities target=ent1, and give the other target=ent2.
1100 More than one "trigger event" can be delayed at once, as opposed to trigger_delay.
1101 -------- KEYS --------
1102 target: trigger all entities with this targetname when triggered
1103 target2: trigger all entities with this targetname when triggered
1104 target3: trigger all entities with this targetname when triggered
1105 target4: trigger all entities with this targetname when triggered
1106 targetname: name that identifies this entity so it can be triggered
1107 delay: delay the triggering by the given time
1108 message: print this message to the player who activated the trigger
1109 killtarget: remove all entities with this targetname when triggered
1112 /*QUAKED trigger_swamp (.5 .5 .5) ?
1113 Players getting into the swamp will get slowed down and damaged
1114 -------- KEYS --------
1115 dmg: damage per interval to deal (default is 5)
1116 swamp_interval: interval of damage when in swamp (default is 1)
1117 swamp_slowdown: amount of slowdown caused by the swamp (default is 0.5)
1120 /*QUAKED trigger_teleport (.5 .5 .5) ? - - INVERT_TEAM
1121 Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
1122 Note that in Xonotic, teleporters preserve momentum of the player using them.
1123 -------- KEYS --------
1124 target: this must point to a misc_teleporter_dest entity. If it points to more than one, a destination is randomly selected on teleport.
1125 target2: target to activate when the teleporter is used
1126 target3: target to activate when the teleporter is used
1127 target4: target to activate when the teleporter is used
1128 team: team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)
1129 targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
1130 -------- SPAWNFLAGS --------
1131 INVERT_TEAM: the team that owns the teleporter will NOT teleport when touching this
1134 /*QUAKED weapon_crylink (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1136 -------- KEYS --------
1137 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1138 respawntime: time till it respawns (default: 15)
1139 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1140 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1141 -------- SPAWNFLAGS --------
1142 FLOATING: the item will float in air, instead of aligning to the floor by falling
1143 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1144 modeldisabled="models/weapons/g_crylink.md3"
1147 /*QUAKED weapon_electro (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1149 -------- KEYS --------
1150 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1151 respawntime: time till it respawns (default: 15)
1152 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1153 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1154 -------- SPAWNFLAGS --------
1155 FLOATING: the item will float in air, instead of aligning to the floor by falling
1156 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1157 modeldisabled="models/weapons/g_electro.md3"
1160 /*QUAKED weapon_grenadelauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1162 -------- KEYS --------
1163 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1164 respawntime: time till it respawns (default: 15)
1165 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1166 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1167 -------- SPAWNFLAGS --------
1168 FLOATING: the item will float in air, instead of aligning to the floor by falling
1169 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1170 modeldisabled="models/weapons/g_gl.md3"
1173 /*QUAKED weapon_hagar (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1175 -------- KEYS --------
1176 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1177 respawntime: time till it respawns (default: 15)
1178 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1179 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1180 -------- SPAWNFLAGS --------
1181 FLOATING: the item will float in air, instead of aligning to the floor by falling
1182 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1183 modeldisabled="models/weapons/g_hagar.md3"
1186 /*QUAKED weapon_laser (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1187 the Laser. Note that unless you use
1188 settemp_for_type all g_start_weapon_laser 0
1189 in your mapinfo file, everyone will already spawn with one, making this pickup useless.
1190 -------- KEYS --------
1191 respawntime: time till it respawns (default: 15)
1192 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1193 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1194 -------- SPAWNFLAGS --------
1195 FLOATING: the item will float in air, instead of aligning to the floor by falling
1196 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1197 modeldisabled="models/weapons/g_laser.md3"
1200 /*QUAKED weapon_nex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1202 In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
1203 -------- KEYS --------
1204 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1205 respawntime: time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)
1206 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1207 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1208 -------- SPAWNFLAGS --------
1209 FLOATING: the item will float in air, instead of aligning to the floor by falling
1210 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1211 modeldisabled="models/weapons/g_nex.md3"
1214 /*QUAKED weapon_rocketlauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1216 In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
1217 -------- KEYS --------
1218 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1219 respawntime: time till it respawns (default: 15)
1220 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1221 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1222 -------- SPAWNFLAGS --------
1223 FLOATING: the item will float in air, instead of aligning to the floor by falling
1224 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1225 modeldisabled="models/weapons/g_rl.md3"
1228 /*QUAKED weapon_shotgun (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1229 the Shotgun. Note that unless you use
1230 settemp_for_type all g_start_weapon_shotgun 0
1231 in your mapinfo file, everyone will already spawn with one, making this pickup useless.
1232 -------- KEYS --------
1233 ammo_shells: initial shells of the weapon (if unset, g_pickup_shells is used)
1234 respawntime: time till it respawns (default: 15)
1235 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1236 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1237 -------- SPAWNFLAGS --------
1238 FLOATING: the item will float in air, instead of aligning to the floor by falling
1239 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1240 modeldisabled="models/weapons/g_shotgun.md3"
1243 /*QUAKED weapon_uzi (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1245 -------- KEYS --------
1246 ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
1247 respawntime: time till it respawns (default: 15)
1248 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1249 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1250 -------- SPAWNFLAGS --------
1251 FLOATING: the item will float in air, instead of aligning to the floor by falling
1252 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1253 modeldisabled="models/weapons/g_uzi.md3"
1256 /*QUAKED worldspawn (0 0 0) ?
1258 If you see this, the currently selected brush is not of an entity.
1259 -------- KEYS --------
1260 fog: fog parameters of the map (density red green blue alpha mindist maxdist maxheight fade-height); works just like the "fog" console command
1261 author: name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present.
1262 message: text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present.
1263 _description: one-line description of the map. Will get copied to the "description" entry of the mapinfo file when none is present.
1264 -------- Q3MAP2 KEYS --------
1265 _blocksize: vector specifying the automatic vis subdivision block size (default: 1024 1024 1024)
1266 gridsize: lightgrid granularity vector (default: 64 64 128)
1267 _color: color of the global light parameters
1268 _ambient: light added to all surfaces
1269 _mingridlight: minimum grid light
1270 _minlight: minimum light value on both surfaces and lightgrid
1271 _keepLights: do not remove light entities from the map (useful e.g. for realtime lighting)
1272 _floodlight: flood light parameters (red green blue distance intensity), start with 240 240 255 1024 128
1273 _farplanedist: range after which everything is completely invisible by fog (when fog is being used)
1274 _noshadersun: turn off sun defined by shaders (useful if you defined your own light entity to be a sun)
1275 _ignoreleaks: ignore leaks when compiling
1276 _lightmapscale: light map resolution factor
1277 _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.
1278 _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.
1279 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
1282 /*QUAKED trigger_race_checkpoint (0 1 0) ? NOTOUCH STRICTTRIGGER CRUSH FINISH
1283 A checkpoint, for the race game mode. Be sure to make them quite long, so they actually catch a player reliably!
1284 -------- KEYS --------
1285 cnt: Number of the checkpoint. 0 for start/finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
1286 message: Death message, when touching checkpoints in the wrong order.
1287 message2: Death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
1288 targetname: Name of the checkpoint. info_player_race can target this to assign a spawn to a checkpoint. Also used for triggering a checkpoint by an event.
1289 target: when the checkpoint is passed, these entities are triggered. Useful for forcing items in certain areas using trigger_items
1290 race_penalty: when set, this penalty time is given if passing this checkpoint, and the checkpoint does not show up with a sprite. Useful for invisible checkpoints to detect driving around the intended checkpoint
1291 race_penalty_reason: reason to display when the penalty time is imposed. Default: "missing a checkpoint"
1292 -------- SPAWNFLAGS --------
1293 NOTOUCH: the checkpoint will not become active when touched, it HAS to be targeted
1294 STRICTTRIGGER: only trigger the targets when the checkpoint actually was reached in a valid way (that is, not when going back)
1295 CRUSH: the checkpoint kills when used at the wrong time
1296 FINISH: when set on the last checkpoint (i.e. the one with highest cnt), it is marked as finish line and the CP with cnt=0 is the start line
1299 /*QUAKED trigger_race_penalty (0 1 0) ? NOTOUCH
1301 -------- KEYS --------
1302 race_penalty: this penalty time is given if passing this trigger
1303 race_penalty_reason: reason to display when the penalty time is imposed. Default: "leaving the track"
1304 -------- SPAWNFLAGS --------
1305 NOTOUCH: the trigger will not become active when touched, it HAS to be targeted
1308 /*QUAKED info_player_race (1 0.5 0) (-16 -16 -24) (16 16 45)
1310 NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
1311 -------- KEYS --------
1312 target: this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn.
1313 target2: trigger all entities with this targetname when someone spawns
1314 cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
1315 race_place: if target points to the trigger_race_checkpoint with cnt 0 (finish line), this sets which place the spawn corresponds to; the special value 0 stands for spawns for players who died in game, and -1 marks the spawnpoint for qualifying mode only; any race map must have spawnpoints with race_place being 1, 2, 3 or it gets marked as a frustrating map
1316 restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
1319 /*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE VISCULLING
1320 A brush that emits particles.
1321 -------- KEYS --------
1322 mdl: particle effect name from effectinfo.txt
1323 impulse: when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block
1324 velocity: particle direction and speed
1325 waterlevel: extra velocity jitter amount
1326 count: particle count multiplier (per spawned particle)
1327 movedir: when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account
1328 noise: sound to play when the particle is emitted
1329 atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)
1330 volume: volume of the sound
1331 targetname: name to target this (then its state is toggled)
1332 bgmscript: emitter class from the BGM script
1333 bgmscriptattack: attack time of the effect strength (0 to 3.9)
1334 bgmscriptdecay: decay time of the effect strength (0 to 3.9)
1335 bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
1336 bgmscriptrelease: release time of the effect strength (0 to 3.9)
1337 -------- SPAWNFLAGS --------
1338 START_ON: when targeted, the particle emitter will start switched on
1339 IMPULSE: only send the full amount of impulse particles when the entity is triggered
1340 VISCULLING: only emit particles if the emitter brush is in the current PVS
1341 -------- NOTES --------
1342 Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
1343 A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
1344 <emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on>
1348 The lines MUST be sorted by emitter class as primary key, and by the time since start of the BGM as secondary key.
1351 /*QUAKED trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1352 "Flip-flop" trigger gate... lets only every second trigger event through
1353 -------- KEYS --------
1354 target: trigger all entities with this targetname when triggered
1355 targetname: name that identifies this entity so it can be triggered
1356 -------- SPAWNFLAGS --------
1357 START_ON: assume it is already turned on (so the first event is NOT passed through)
1360 /*QUAKED trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8) FIXED
1361 "Mono-flop" trigger gate... turns trigger events into pairs of events
1362 -------- KEYS --------
1363 target: trigger all entities with this targetname when triggered
1364 targetname: name that identifies this entity so it can be triggered
1365 wait: time to wait until the "off" event is fired
1366 -------- SPAWNFLAGS --------
1367 FIXED: do pulses of fixed length (so the "off" delay is NOT extended as usual and new events are just ignored)
1370 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1371 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1372 -------- KEYS --------
1373 target: trigger all entities with this targetname when it goes off
1374 targetname: name that identifies this entity so it can be triggered
1375 phase: phase of the multivibrator (it is added to the time)
1376 wait: "on" cycle time (default: 1)
1377 respawntime: "off" cycle time (default: same as wait)
1378 -------- SPAWNFLAGS --------
1379 START_ON: assume it is already turned on (when targeted)
1382 /*QUAKED trigger_gamestart (.5 .5 .5) (-8 -8 -8) (8 8 8)
1383 Triggers once when the game starts, then no longer does anything.
1384 -------- KEYS --------
1385 target: trigger all entities with this targetname when starting the game
1386 target2: trigger all entities with this targetname when starting the game
1387 target3: trigger all entities with this targetname when starting the game
1388 target4: trigger all entities with this targetname when starting the game
1389 wait: wait so many seconds before triggering
1392 /*QUAKED misc_follow (.5 .5 .5) (-8 -8 -8) (8 8 8) ATTACH LOCAL
1393 Makes one entity follow another. Will not work with all entities.
1394 -------- KEYS --------
1395 target: points to the entity to move (e.g. something that won't move by itself)
1396 killtarget: points to the entity that is to be used as the source (e.g. a func_plat)
1397 message: tag name to attach to (if ATTACH is used)
1398 punchangle: angle modifier (if LOCAL is used, and ATTACH is not)
1399 -------- SPAWNFLAGS --------
1400 ATTACH: attachment will be used instead of MOVETYPE_FOLLOW (mostly useful for attaching stuff to ZYM models)
1401 LOCAL: do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH.
1404 /*QUAKED weapon_minstanex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1405 Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise.
1406 the MinstaGib Nex. Always kills with one shot.
1407 -------- KEYS --------
1408 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1409 respawntime: time till it respawns (default: 15)
1410 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1411 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1412 -------- SPAWNFLAGS --------
1413 FLOATING: the item will float in air, instead of aligning to the floor by falling
1414 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1415 modeldisabled="models/weapons/g_minstanex.md3"
1418 /*QUAKED weapon_porto (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1419 the Port-O-Launch. Only can be shot once.
1420 Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
1421 -------- KEYS --------
1422 respawntime: time till it respawns (default: 120)
1423 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1424 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1425 -------- SPAWNFLAGS --------
1426 FLOATING: the item will float in air, instead of aligning to the floor by falling
1427 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1428 modeldisabled="models/weapons/g_porto.md3"
1431 /*QUAKED target_items (0 0 1) (-8 -8 -8) (8 8 8) AND OR ANDNOT
1432 Sets the items of any player who triggers this.
1433 For the number fields, not specifying a value means not changing it. To clear armor, you need to explicitly set "armor" to "-1".
1434 You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it).
1435 -------- KEYS --------
1436 targetname: used to trigger this
1437 netname: space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen"
1438 message: message to print
1439 ammo_shells: amount of shells
1440 ammo_nails: amount of bullets
1441 ammo_rockets: amount of rockets
1442 ammo_cells: amount of cells
1443 ammo_fuel: amount of fuel
1444 health: amount of health
1445 armorvalue: amount of armor
1446 strength_finished: if "strength" is specified, the time in seconds for which the strength will hold
1447 invincible_finished: if "invincible" is specified, the time in seconds for which the invincibility will hold
1448 -------- SPAWNFLAGS --------
1449 AND: any items not listed will get removed, and none will get added
1450 OR: the player may keep items not listed
1451 ANDNOT: the items listed will get removed from the player
1454 /*QUAKED target_spawn (1 0 1) (-8 -8 -8) (8 8 8) - ONLOAD
1455 Spawns or modifies an entity when triggered.
1456 The entity field list is a single string of the form:
1457 'field' 'value' 'field' 'value' ... 'classname' 'item_bullets' ... 'field' 'value'
1458 The special "field" name $ calls a void(void) function, for example a spawn function.
1459 Special function names available are _setmodel and _setsize.
1460 Field values can use various variable replacements:
1464 $E.field+offset+randomoffset
1465 where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher.
1466 Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
1468 "classname" "func_button"
1477 "classname" "target_spawn"
1479 "targetname" "makenex"
1480 "message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
1482 -------- KEYS --------
1483 targetname: used to trigger this
1484 message: entity field list
1485 target: when set, target_spawn edits entities, instead of creating new ones; the special value *activator causes the activator to be edited
1486 count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
1487 killtarget: reference entity (can be used as $killtarget)
1488 target2: reference entity (can be used as $target2)
1489 target3: reference entity (can be used as $target3)
1490 target4: reference entity (can be used as $target4)
1491 -------- SPAWNFLAGS --------
1492 ONLOAD: create a first entity on map load
1495 /*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH
1496 This is a brush model which can be damaged.
1497 Once all health is consumed it'll disappear and trigger the targeted entity/entities.
1498 When triggered, it resets to full health, and unbreaks.
1499 -------- KEYS --------
1500 health: The damage this trigger can take
1501 target: The entity/entities to be triggered once this entity gets invisible
1502 targetname: The name other entities can use to target this entity
1503 mdl: particle effect name to show when destroyed
1504 count: particle effect multiplier
1505 mdl_dead: optional replacement model to show when destroyed
1506 debris: names of debris models to show when destroyed, separated by spaces
1507 noise: sound to play when destroyed
1508 dmg: damage to deal to the environment when destroyed
1509 dmg_edge: edge damage to deal to the environment when destroyed
1510 dmg_radius: damage radius
1511 dmg_force: damage force
1512 message: death message when a player gets hit by the explosion
1513 message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
1514 debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
1515 debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
1516 debrisvelocity: initial velocity vector of the debris (static part)
1517 debrisvelocityjitter: initial velocity vector of the debris (random part)
1518 debrisavelocityjitter: initial angular velocity vector of the debris (random part)
1519 debristime: time till the debris fades (average)
1520 debristimejitter: time till the debris fades (random part)
1521 debrisfadetime: how long debris takes to fade
1522 debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions)
1523 debrisskin: skin number of debris
1524 -------- SPAWNFLAGS --------
1525 DISABLED: do not allow damaging this until it is first activated
1526 INDICATE: indicate amount of damage already taken by coloring
1527 NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
1530 /*QUAKED trigger_relay_if (0 1 0) (-8 -8 -8) (8 8 8) NEGATE
1531 Relays the trigger event if a cvar is set to a specified value.
1532 -------- KEYS --------
1533 target: The entity/entities to relay the trigger events to
1534 targetname: The name other entities can use to target this entity
1535 netname: The name of the cvar to check
1536 message: The value of the cvar to check
1537 count: The count of entities that must be found
1538 -------- SPAWNFLAGS --------
1539 NEGATE: trigger if the cvar does NOT match the value.
1542 /*QUAKED weapon_hlac (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1543 the Heavy Laser Assault Cannon.
1544 -------- KEYS --------
1545 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1546 respawntime: time till it respawns (default: 30)
1547 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1548 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1549 -------- SPAWNFLAGS --------
1550 FLOATING: the item will float in air, instead of aligning to the floor by falling
1551 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1552 modeldisabled="models/weapons/g_hlac.md3"
1555 /*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1556 Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise.
1558 -------- KEYS --------
1559 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1560 respawntime: time till it respawns (default: 30)
1561 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1562 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1563 -------- SPAWNFLAGS --------
1564 FLOATING: the item will float in air, instead of aligning to the floor by falling
1565 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1566 modeldisabled="models/weapons/g_seeker.md3"
1569 /*QUAKED weapon_hook (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1570 the on-hand Grappling Hook.
1571 -------- KEYS --------
1572 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1573 respawntime: time till it respawns (default: 30)
1574 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1575 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1576 -------- SPAWNFLAGS --------
1577 FLOATING: the item will float in air, instead of aligning to the floor by falling
1578 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1579 modeldisabled="models/weapons/g_hookgun.md3"
1582 /*QUAKED trigger_heal (.5 .5 .5) ?
1583 Any object touching this will be healed.
1584 -------- KEYS --------
1585 health: health to give per second (default 10)
1586 max_health: max health this trigger will give (default 200)
1587 noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound
1590 /*QUAKED weapon_campingrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1592 -------- KEYS --------
1593 ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
1594 respawntime: time till it respawns (default: 30)
1595 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1596 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1597 -------- SPAWNFLAGS --------
1598 FLOATING: the item will float in air, instead of aligning to the floor by falling
1599 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1600 modeldisabled="models/weapons/g_campingrifle.md3"
1603 /*QUAKED func_fourier (0 .5 .8) ?
1604 Solid entity that oscillates according to a sum of sine waves.
1605 -------- KEYS --------
1606 speed: amount of time in seconds for one complete oscillation cycle in the base frequency (default 4).
1607 height: sets the amount of travel of the oscillation movement (default 32).
1608 phase: 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).
1609 noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
1610 dmg: damage a player who gets crushed by it receives
1611 dmgtime: interval to apply dmg to a player who is s in the way
1612 message: death message when a player gets crushed
1613 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
1614 netname: list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults
1617 /*QUAKED func_vectormamamam (0 .5 .8) ? PROJECT_ON_TARGETNORMAL PROJECT_ON_TARGET2NORMAL PROJECT_ON_TARGET3NORMAL PROJECT_ON_TARGET4NORMAL
1618 Solid entity that moves according to the movement of multiple given entities (max 4)
1619 -------- KEYS --------
1620 target: first reference entity
1621 targetfactor: factor by which to take the first reference entity (default 1).
1622 targetnormal: if set, the first reference entity's location is first projected onto a plane with that normal
1623 target2: second reference entity
1624 target2factor: factor by which to take the second reference entity (default 1).
1625 target2normal: if set, the second reference entity's location is first projected onto a plane with that normal
1626 target3: third reference entity (optional)
1627 target3factor: factor by which to take the third reference entity (default 1).
1628 target3normal: if set, the third reference entity's location is first projected onto a plane with that normal
1629 target4: fourth reference entity (optional)
1630 target4factor: factor by which to take the fourth reference entity (default 1).
1631 target4normal: if set, the fourth reference entity's location is first projected onto a plane with that normal
1632 noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
1633 dmg: damage a player who gets crushed by it receives
1634 dmgtime: interval to apply dmg to a player who is s in the way
1635 message: death message when a player gets crushed
1636 message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
1637 -------- SPAWNFLAGS --------
1638 PROJECT_ON_TARGETNORMAL: target's origin is projected onto the given direction vector, not on the plane perpendicular to it
1639 PROJECT_ON_TARGET2NORMAL: target2's origin is projected onto the given direction vector, not on the plane perpendicular to it
1640 PROJECT_ON_TARGET3NORMAL: target3's origin is projected onto the given direction vector, not on the plane perpendicular to it
1641 PROJECT_ON_TARGET4NORMAL: target4's origin is projected onto the given direction vector, not on the plane perpendicular to it
1644 /*QUAKED trigger_relay_teamcheck (.5 .5 .5) (-8 -8 -8) (8 8 8) NOTEAM_TOO INVERT
1645 Works similar to trigger_relay, but only relays trigger events if the team of the activator matches this entity's team
1646 -------- KEYS --------
1647 target: trigger all entities with this targetname when triggered
1648 target2: trigger all entities with this targetname when triggered
1649 target3: trigger all entities with this targetname when triggered
1650 target4: trigger all entities with this targetname when triggered
1651 targetname: name that identifies this entity so it can be triggered
1652 delay: delay the triggering by the given time
1653 message: print this message to the player who activated the trigger
1654 killtarget: remove all entities with this targetname when triggered
1655 team: 5 for red, 14 for blue, 13 for yellow, 10 for pink team
1656 -------- SPAWNFLAGS --------
1657 NOTEAM_TOO: also relay events if the activator has no team set
1658 INVERT: only relay the event if this entity has the matching team
1661 /*QUAKED trigger_disablerelay (.5 .5 .5) (-8 -8 -8) (8 8 8)
1662 Disables a trigger_relay temporarily (until triggered again)
1663 -------- KEYS --------
1664 target: disable/enable all relays with this targetname when triggered
1665 targetname: name that identifies this entity so it can be triggered
1668 /*QUAKED nexball_redgoal (1 0 0) ? GOAL_TOUCHPLAYER
1669 Red goal. Defended by the red team.
1670 -------- KEYS --------
1671 noise: sound played when a point is scored
1672 -------- SPAWNFLAGS --------
1673 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1676 /*QUAKED nexball_bluegoal (0 0 1) ? GOAL_TOUCHPLAYER
1677 Blue goal. Defended by the blue team.
1678 -------- KEYS --------
1679 noise: sound played when a point is scored
1680 -------- SPAWNFLAGS --------
1681 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1684 /*QUAKED nexball_yellowgoal (1 1 0) ? GOAL_TOUCHPLAYER
1685 Yellow goal. Defended by the yellow team. Needs both red and blue goals on the map to work.
1686 -------- KEYS --------
1687 noise: sound played when a point is scored
1688 -------- SPAWNFLAGS --------
1689 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1692 /*QUAKED nexball_pinkgoal (1 0 1) ? GOAL_TOUCHPLAYER
1693 Pink goal. Defended by the pink team. Needs red, blue and yellow goals on the map to work.
1694 -------- KEYS --------
1695 noise: sound played when a point is scored
1696 -------- SPAWNFLAGS --------
1697 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1701 /*QUAKED nexball_fault (0.6 0.1 0) ? GOAL_TOUCHPLAYER
1702 This acts as a goal that always gives points to the opposing team.
1703 -------- KEYS --------
1704 noise: sound played when a point is scored
1705 -------- SPAWNFLAGS --------
1706 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1709 /*QUAKED nexball_out (0.1 0.6 0) ? GOAL_TOUCHPLAYER
1710 When the ball touches this, it is returned.
1711 -------- KEYS --------
1712 noise: sound played when a point is scored
1713 -------- SPAWNFLAGS --------
1714 GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
1717 /*QUAKED nexball_football (.9 .9 .9) (-16 -16 -16) (16 16 16)
1718 The soccer type Nexball.
1719 -------- KEYS --------
1720 model: set this if you want to use your own model
1721 scale: if you're using your own model, change this to scale it to 32*32*32
1722 noise: played when the ball bounces
1723 noise1: played when the ball is dropped on the map
1726 /*QUAKED nexball_basketball (.5 .2 0) (-16 -16 -16) (16 16 16)
1727 The basket ball type Nexball.
1728 -------- KEYS --------
1729 model: set this if you want to use your own model
1730 scale: if you're using your own model, change this to scale it to 32*32*32
1731 noise: played when the ball bounces
1732 noise1: played when the ball is dropped on the map
1733 noise2: played when the ball is stolen from the enemy
1736 /*QUAKED item_fuel (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
1738 -------- KEYS --------
1739 ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel is used)
1740 respawntime: time till it respawns (default: 15)
1741 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1742 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1743 -------- SPAWNFLAGS --------
1744 FLOATING: the item will float in air, instead of aligning to the floor by falling
1745 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1746 modeldisabled="models/items/g_fuel.md3"
1749 /*QUAKED item_fuel_regen (1 .3 1) (-30 -30 0) (30 30 48) FLOATING
1751 -------- KEYS --------
1752 respawntime: time till it respawns (default: 120)
1753 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1754 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1755 -------- SPAWNFLAGS --------
1756 FLOATING: the item will float in air, instead of aligning to the floor by falling
1757 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1758 modeldisabled="models/items/g_fuelregen.md3"
1761 /*QUAKED item_jetpack (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
1763 -------- KEYS --------
1764 ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel_jetpack is used)
1765 respawntime: time till it respawns (default: 120)
1766 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1767 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1768 -------- SPAWNFLAGS --------
1769 FLOATING: the item will float in air, instead of aligning to the floor by falling
1770 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1771 modeldisabled="models/items/g_jetpack.md3"
1774 /*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE
1775 Triggers targets when a given magic word has been said
1776 -------- KEYS --------
1777 message: message to wait for (can start or end with * for wildcards)
1778 netname: replacement text (by default, no replacement is performed if empty)
1779 radius: radius in which the player has to be for this to match
1780 target: all entities with a matching targetname will be triggered.
1781 target2: all entities with a matching targetname will be triggered.
1782 target3: all entities with a matching targetname will be triggered.
1783 target4: all entities with a matching targetname will be triggered.
1784 -------- SPAWNFLAGS --------
1785 IGNORE_SAY: do not respond to "say" messages
1786 IGNORE_TEAMSAY: do not respond to "say_team" messages
1787 IGNORE_TELL: do not respond to "tell" messages
1788 IGNORE_INVALIDTELL: do not respond to "tell" messages of invalid syntax
1789 REPLACE_WHOLE_MESSAGE: replace the whole message by netname, or drop the message if netname is empty
1790 REPLACE_OUTSIDE: also perform the replacement when outside the radius (to hide the "secret word")
1791 CONTINUE: even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters)
1792 NODECOLORIZE: do not decolorize the input string before matching
1795 /*QUAKED weapon_fireball (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1797 -------- KEYS --------
1798 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1799 respawntime: time till it respawns (default: 15)
1800 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1801 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1802 -------- SPAWNFLAGS --------
1803 FLOATING: the item will float in air, instead of aligning to the floor by falling
1804 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1805 modeldisabled="models/weapons/g_fireball.md3"
1808 /*QUAKED trigger_warpzone (1 .5 1) ?
1809 A warp zone, i.e. seamlessly connecting two parts of the map.
1810 One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger.
1811 Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface.
1812 Should target a target_position, or be targeted by a misc_warpzone_position.
1813 Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker.
1814 -------- KEYS --------
1815 target: must point to another trigger_warpzone, or...
1816 target2: is triggered when a player ENTERS the warpzone (and warps away)
1817 target3: is triggered when a player LEAVES the warpzone (from the other warp zone to this one)
1818 target4: is triggered in both cases
1819 targetname: must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or...
1820 killtarget: should point to a target_position entity, or
1821 warpzone_fadestart: start distance of fading out the warpzone
1822 warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
1825 /*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8) IGNORE_VISIBLE
1826 Reconnects (randomly) all warpzones/cameras with matching target when triggered
1827 -------- KEYS --------
1828 target: must point to multiple trigger_warpzones, or be not set (then all warpzones may get changed)
1829 targetname: name that identifies this entity so it can be triggered
1830 -------- SPAWNFLAGS --------
1831 IGNORE_VISIBLE: do not rearrange a warpzone if a player can currently see it
1834 /*QUAKED misc_warpzone_position (1 .5 .25) (-8 -8 -8) (8 8 8)
1835 Orientation specification for a trigger_warpzone
1836 -------- KEYS --------
1837 target: must point to a trigger_warpzone
1838 angles: must point perpendicular to the common/warpzone surface of the trigger_warpzone, and away from the trigger brush
1839 origin: must be on the common/warpzone surface of the trigger_warpzone
1842 /*QUAKED func_camera (1 .5 1) ?
1843 A camera, i.e. a surface that shows a view from another part of the map.
1844 One surface of this entity must have the common/camera shader, the others should be common/caulk.
1845 Must target a target_position that indicates the view to be shown (and whose angles also indicate the orientation of the view)
1846 -------- KEYS --------
1847 target: must point to a target_position
1848 warpzone_fadestart: start distance of fading out the warpzone
1849 warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
1852 /*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
1853 Background music target (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
1854 When triggered, the background music is switched to the given track.
1855 When targetname is not set, this is the default track of the map.
1856 -------- KEYS --------
1857 targetname: The name other entities can use to target this entity (when not set, this one is the default)
1858 noise: the music to play (as full sound file name)
1859 volume: the volume (default: 1)
1860 fade_time: fade-in time
1861 fade_rate: fade-out time
1862 lifetime: when set, the music created by this target is switched back to the default one when this time expires
1863 -------- SPAWNFLAGS --------
1864 START_OFF: the trigger is off initially
1867 /*QUAKED trigger_music (1 0 0) ? START_OFF
1868 Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
1869 When triggered, its effect is turned off until triggered again.
1870 -------- KEYS --------
1871 targetname: The name other entities can use to target this entity
1872 noise: the music to play (as full sound file name)
1873 volume: the volume (default: 1)
1874 fade_time: fade-in time
1875 fade_rate: fade-out time
1876 -------- SPAWNFLAGS --------
1877 START_OFF: the trigger is off initially
1880 /*QUAKED trigger_gravity (.5 .5 1) ? STICKY START_OFF
1881 An area where gravity differs from the rest of the map.
1882 This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity.
1883 -------- KEYS --------
1884 gravity: gravity offset in this area, defaults to 0 if not set
1885 noise: sound to play when an entity enters the gravity zone, leave empty to disable
1886 targetname: you can use this to target the grazity zone with a trigger, which will toggle it when activated
1887 -------- SPAWNFLAGS --------
1888 STICKY: entities keep their gravity after leaving the gravity zone
1889 START_OFF: when targeted, the gravity zone starts off and is enabled upon triggering
1892 /*QUAKED relay_activate (0 1 0) (-8 -8 -8) (8 8 8)
1893 Activates all .target's
1894 List of currently supported target ents:
1905 -------- KEYS --------
1906 target: trigger all entities with this targetname when triggered
1907 targetname: name that identifies this entity so it can be triggered
1910 /*QUAKED relay_deactivate (1 0 0) (-8 -8 -8) (8 8 8)
1911 Deactivates all .target's
1912 List of currently supported target ents:
1923 -------- KEYS --------
1924 target: trigger all entities with this targetname when triggered
1925 targetname: name that identifies this entity so it can be triggered
1928 /*QUAKED relay_activatetoggle (0 1 1) (-8 -8 -8) (8 8 8)
1929 Toggles all .target's de/active
1930 List of currently supported target ents:
1941 -------- KEYS --------
1942 target: trigger all entities with this targetname when triggered
1943 targetname: name that identifies this entity so it can be triggered
1946 /*QUAKED target_changelevel (.5 .5 0) (-8 -8 -8) (8 8 8)
1947 Loads another map when triggered. Useful for single player maps.
1948 When no chmap key is set, the entity just ends the match when triggered. The player / team with the highest score at that moment wins.
1949 -------- KEYS --------
1950 targetname: The name other entities can use to target this entity
1951 chmap: Map file to switch to, leave empty to make this entity just end the match
1952 gametype: Switch to this gametype. If empty, the same gametype stays