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).
</group>
-<point name="dom_controlpoint" color=".3 .3 1" box="-16 -16 -16 16 16 16">
+<point name="dom_controlpoint" color=".3 .3 1" box="-48 -48 -32 48 48 32">
Domination control point
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).
-------- KEYS --------
<targetname key="targetname" name="targetname">when targeted, this will set the activator's spawn point temporarily to this entity. It is reset upon re-spawn.</targetname>
</point>
-<point name="item_armor_mega" color=".4 .8 .4" box="-30 -30 0 30 30 32">
-Large Armor (default 100 armor points)
+<point name="item_armor_mega" color=".4 .8 .4" box="-30 -30 0 30 30 70">
+Mega Armor (default 100 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
modeldisabled="models/items/g_a25.md3"
</point>
-<point name="item_armor_big" color=".4 .8 .4" box="-30 -30 0 30 30 32">
+<point name="item_armor_big" color=".4 .8 .4" box="-30 -30 0 30 30 48">
Big Armor (default 50 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
modeldisabled="models/items/g_a50.md3"
</point>
-<point name="item_armor_medium" color=".4 .8 .4" box="-30 -30 0 30 30 32">
+<point name="item_armor_medium" color=".4 .8 .4" box="-24 -24 0 24 24 48">
Medium Armor (default 25 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
modeldisabled="models/items/g_armormedium.md3"
</point>
-<point name="item_armor_small" color=".4 .8 .4" box="-30 -30 0 30 30 32">
+<point name="item_armor_small" color=".4 .8 .4" box="-24 -24 0 24 24 48">
Small Armor (default 5 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_a1.md3"
</point>
-<point name="item_bullets" color=".3 .3 1" box="-30 -30 0 30 30 32">
+<point name="item_bullets" color=".3 .3 1" box="-30 -30 0 30 30 48">
Machine Gun ammo
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">bullets gained by this item (if unset, g_pickup_nails is used)</real>
modeldisabled="models/items/a_bullets.md3"
</point>
-<point name="item_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+<point name="item_cells" color=".3 .3 1" box="-30 -30 0 30 30 48">
Vortex, Electro and Crylink ammo
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">cells gained by this item (if unset, g_pickup_cells is used)</real>
modeldisabled="models/items/g_h50.md3"
</point>
-<point name="item_health_medium" color=".9 .3 .3" box="-30 -30 0 30 30 48">
+<point name="item_health_medium" color=".9 .3 .3" box="-24 -24 0 24 24 48">
Medium Health (default 25 health points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h25.md3"
</point>
-<point name="item_health_mega" color=".9 .3 .3" box="-30 -30 0 30 30 48">
+<point name="item_health_mega" color=".9 .3 .3" box="-30 -30 0 30 30 70">
Mega Health (default 100 health points)
In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
modeldisabled="models/items/g_h100.md3"
</point>
-<point name="item_health_small" color=".9 .3 .3" box="-30 -30 0 30 30 48">
+<point name="item_health_small" color=".9 .3 .3" box="-24 -24 0 24 24 48">
Small Health (default 5 health points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h1.md3"
</point>
-<point name="item_shield" color=".3 .3 1" box="-30 -30 0 30 30 48">
+<point name="item_shield" color=".3 .3 1" box="-30 -30 0 30 30 70">
Strong Shield
In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
modeldisabled="models/items/g_invincible.md3"
</point>
+<point name="item_speed" color="0.1 1 0.84" box="-30 -30 0 30 30 70">
+Faster movement and shooting
+-------- KEYS --------
+<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
+<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/items/g_invincible.md3"
+</point>
+
+<point name="item_invisibility" color="0.5 0.5 1" box="-30 -30 0 30 30 70">
+Low visibility
+-------- KEYS --------
+<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
+<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/items/g_invincible.md3"
+</point>
+
<point name="item_key" color="0 .5 .8" box="-16 -16 -24 16 16 32">
A key entity.
The itemkeys should contain one of the following key IDs:
-<point name="item_vaporizer_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+<point name="item_vaporizer_cells" color=".3 .3 1" box="-30 -30 0 30 30 48">
Instagib ammo.
Always contains 5 (g_instagib_ammo_drop) shots.
It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used.
modeldisabled="models/items/a_cells.md3"
</point>
-<point name="item_rockets" color=".3 .3 1" box="-30 -30 0 30 30 32">
+<point name="item_rockets" color=".3 .3 1" box="-30 -30 0 30 30 48">
Devastator, Hagar and Mortar ammo
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">rockets gained by this item (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/items/a_rockets.md3"
</point>
-<point name="item_shells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+<point name="item_shells" color=".3 .3 1" box="-30 -30 0 30 30 48">
Shotgun ammo
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">shells gained by this item (if unset, g_pickup_shells is used)</real>
modeldisabled="models/items/a_shells.md3"
</point>
-<point name="item_strength" color=".3 .3 1" box="-30 -30 0 30 30 48">
+<point name="item_strength" color=".3 .3 1" box="-30 -30 0 30 30 70">
Strength aka Quad damage
In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
<integer key="team" name="team">team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)</integer>
<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
-<flag key="SPECTATOR" name="SPECTATOR" bit="0">If spectator is set, only spectators can use this teleport. Spectator teleporters are not normally placed in the editor, but are created automatically near doors to allow spectators to move through them.</flag>
-<flag key="KEEP_SPEED" name="KEEP_SPEED" bit="1">Stores the speed at entering the teleporter and restore it at the destination.</flag>
+<flag key="OBSERVERS_ONLY" name="OBSERVERS_ONLY" bit="0">if set, only observers can use this teleporter</flag>
+<flag key="KEEP_SPEED" name="KEEP_SPEED" bit="1">if set, ignores g_teleport_maxspeed</flag>
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the teleporter will NOT teleport when touching this</flag>
</group>
-<point name="weapon_crylink" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_crylink" color="1 0 .5" box="-30 -30 0 30 30 48">
the Crylink
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
modeldisabled="models/weapons/g_crylink.md3"
</point>
-<point name="weapon_electro" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_electro" color="1 0 .5" box="-30 -30 0 30 30 48">
the Electro
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
modeldisabled="models/weapons/g_electro.md3"
</point>
-<point name="weapon_mortar" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_mortar" color="1 0 .5" box="-30 -30 0 30 30 48">
the Mortar
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/weapons/g_gl.md3"
</point>
-<point name="weapon_hagar" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_hagar" color="1 0 .5" box="-30 -30 0 30 30 48">
the Hagar
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/weapons/g_hagar.md3"
</point>
-<point name="weapon_blaster" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_blaster" color="1 0 .5" box="-30 -30 0 30 30 48">
the Blaster. Note that unless you use
settemp_for_type all g_balance_blaster_weaponstart 0
in your mapinfo file, everyone will already spawn with one, making this pickup useless.
modeldisabled="models/weapons/g_laser.md3"
</point>
-<point name="weapon_vortex" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_vortex" color="1 0 .5" box="-30 -30 0 30 30 48">
the Vortex
In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
-<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_vortex_respawntime_modifier)</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
modeldisabled="models/weapons/g_nex.md3"
</point>
-<point name="weapon_devastator" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_devastator" color="1 0 .5" box="-30 -30 0 30 30 48">
the Devastator
In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
modeldisabled="models/weapons/g_rl.md3"
</point>
-<point name="weapon_shotgun" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_shotgun" color="1 0 .5" box="-30 -30 0 30 30 48">
the Shotgun. Note that unless you use
settemp_for_type all g_balance_shotgun_weaponstart 0
in your mapinfo file, everyone will already spawn with one, making this pickup useless.
modeldisabled="models/weapons/g_shotgun.md3"
</point>
-<point name="weapon_machinegun" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_machinegun" color="1 0 .5" box="-30 -30 0 30 30 48">
the Machine Gun
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
modeldisabled="models/weapons/g_uzi.md3"
</point>
+<point name="weapon_arc" color="1 0 .5" box="-30 -30 0 30 30 48">
+the Arc (experimental weapon)
+-------- KEYS --------
+<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
+<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/weapons/g_arc.md3"
+</point>
+
<group name="worldspawn" color="0 0 0">
The world.
If you see this, the currently selected brush is not of an entity.
<flag key="LOCAL" name="LOCAL" bit="1">do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH.</flag>
</point>
-<point name="weapon_vaporizer" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_vaporizer" color="1 0 .5" box="-30 -30 0 30 30 48">
Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise.
the InstaGib Vortex. Always kills with one shot.
-------- KEYS --------
modeldisabled="models/weapons/g_minstanex.md3"
</point>
-<point name="weapon_porto" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_porto" color="1 0 .5" box="-30 -30 0 30 30 48">
the Port-O-Launch. Only can be shot once.
Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
-------- KEYS --------
<flag key="ONLOAD" name="ONLOAD" bit="1">create a first entity on map load</flag>
</point>
-<group name="misc_breakablemodel" color="1 0 0">
-This is a model which can be damaged.
+<point name="misc_breakablemodel" color="1 0 0" box="-8 -8 -8 8 8 8">
+This is a model which can be damaged (the model is used for collisions in-game, not the bbox).
Once all health is consumed it'll disappear and trigger the targeted entity/entities.
When triggered, it resets to full health, and unbreaks.
-------- KEYS --------
-------- SPAWNFLAGS --------
<flag key="DISABLED" name="DISABLED" bit="0">do not allow damaging this until it is first activated</flag>
<flag key="INDICATE" name="INDICATE" bit="1">indicate amount of damage already taken by coloring</flag>
-<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
-</group>
+<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage has no effect, only direct damage has (requires health to be set)</flag>
+</point>
<group name="func_breakable" color="1 0 0">
This is a brush model which can be damaged.
<flag key="NEGATE" name="NEGATE" bit="0">trigger if the cvar does NOT match the value.</flag>
</point>
-<point name="weapon_hlac" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_hlac" color="1 0 .5" box="-30 -30 0 30 30 48">
the Heavy Laser Assault Cannon.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
modeldisabled="models/weapons/g_hlac.md3"
</point>
-<point name="weapon_minelayer" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_minelayer" color="1 0 .5" box="-30 -30 0 30 30 48">
the Mine Layer.
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/weapons/g_minelayer.md3"
</point>
-<point name="weapon_seeker" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_seeker" color="1 0 .5" box="-30 -30 0 30 30 48">
Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise.
the T.A.G. Seeker.
-------- KEYS --------
modeldisabled="models/weapons/g_seeker.md3"
</point>
-<point name="weapon_hook" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_hook" color="1 0 .5" box="-30 -30 0 30 30 48">
the on-hand Grappling Hook.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
</point>
-<point name="weapon_rifle" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_rifle" color="1 0 .5" box="-30 -30 0 30 30 48">
the Sniper Rifle.
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<flag key="TUBA_EXACTPITCH" name="TUBA_EXACTPITCH" bit="9">the note pitch must be accurate and cannot be transposed</flag>
</point>
-<point name="weapon_fireball" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_fireball" color="1 0 .5" box="-30 -30 0 30 30 48">
the Fireball
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
If ADD is speficied, negative values will reduce the speed.
-------- KEYS --------
<targetname key="targetname" name="targetname">Activating trigger points to this.</targetname>
-<real key="speed" name="speed">Speed value to set (default: 100).</real>
+<real key="speed" name="speed">Speed value to set (default: 100). A value of 0 will be interpreted as such and not as the default value.</real>
-------- SPAWNFLAGS --------
<flag key="PERCENTAGE" name="Percentage" bit="0">value is treated as percentage of current speed</flag>
<flag key="ADD" name="Add" bit="1">adds the speed instead of setting it</flag>