</point>
<point name="item_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
-Nex, Electro and Crylink ammo
+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>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h1.md3"
</point>
-<point name="item_invincible" 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 48">
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 --------
itemkeys MUST always have exactly one bit set.
</point>
-<point name="item_minst_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+
+<point name="item_key1" color="0 .5 .8" box="-16 -16 -24 16 16 32">
+SILVER key.
+-----------KEYS------------
+<color key="colormod" name="colormod">color of the key (default: '.9 .9 .9').</color>
+<string key="message" name="message">message to print when player picks up this key.</string>
+<model key="model" name="model">custom model to use.</model>
+<sound key="noise" name="noise">custom sound to play when player picks up the key.</sound>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
+</point>
+
+<point name="item_key2" color="0 .5 .8" box="-16 -16 -24 16 16 32">
+GOLD key.
+-----------KEYS------------
+<color key="colormod" name="colormod">color of the key (default: '1 .9 0').</color>
+<string key="message" name="message">message to print when player picks up this key.</string>
+<model key="model" name="model">custom model to use.</model>
+<sound key="noise" name="noise">custom sound to play when player picks up the key.</sound>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
+</point>
+
+
+
+<point name="item_vaporizer_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
Instagib ammo.
Always contains 5 (g_instagib_ammo_drop) shots.
-It only appears when playing Instagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
+It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 45)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
</point>
<point name="item_rockets" color=".3 .3 1" box="-30 -30 0 30 30 32">
-Rocket Launcher, Hagar and Mortar ammo
+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>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<color key="beam_color" name="beam_color">color of the laser beam (default: red, that is, 1 0 0)</color>
<real key="dmg" name="dmg">damage inflicted by the beam per second, or -1 for an instant-death ray</real>
<targetname key="targetname" name="targetname">name to target this (then its state is toggled)</targetname>
-<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with colormod</real>
+<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with beam_color</real>
<real key="scale" name="scale">scales the beam thickness (default 1)</real>
<real key="modelscale" name="modelscale">scales the dynamic light radius at the endpoint (default 1, -1 to turn off)</real>
<integer key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</integer>
<target key="target" name="target">"wind field": points to the target_position to which the player will get pushed.</target>
<real key="strength" name="strength">"wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.</real>
<real key="falloff" name="falloff">"gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)</real>
+-------- SPAWNFLAGS --------
+<flag key="DIRECTIONAL_SPEEDTARGET" name="DIRECTIONAL_SPEEDTARGET" bit="6">treat strength as a target value for speed in the desired direction (directional mode only)</flag>
</group>
<group name="trigger_keylock" color=".0 .5 .8">
-------- KEYS --------
<target key="target" name="target">point the player will fly to when using the jump pad (use a target_position here)</target>
<real key="height" name="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</real>
-<real3 key="movedir" name="movedir">when target is not set, direction vector to push to</real3>
+<real3 key="movedir" name="movedir">when target is not set, direction vector to push to, this * speed * 10 is the velocity to be reached.</real3>
<real key="speed" name="speed">speed of jump pad (default: 1000)</real>
<sound key="noise" name="noise">sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent</sound>
<integer key="team" name="team">team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport)</integer>
modeldisabled="models/weapons/g_electro.md3"
</point>
-<point name="weapon_grenadelauncher" 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 32">
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_laser.md3"
</point>
-<point name="weapon_nex" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Nex
-In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+<point name="weapon_vortex" color="1 0 .5" box="-30 -30 0 30 30 32">
+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_nex_respawntime_modifier)</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_vortex_respawntime_modifier)</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_rocketlauncher" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Rocket Launcher
-In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+<point name="weapon_devastator" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Devastator
+In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/weapons/g_shotgun.md3"
</point>
-<point name="weapon_uzi" 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 32">
the Machine Gun
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real3 key="velocity" name="velocity">particle direction and speed</real3>
<real key="waterlevel" name="waterlevel">extra velocity jitter amount</real>
<real key="count" name="count">particle count multiplier (per spawned particle)</real>
-<real3 key="movedir" name="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</real3>
+<real3 key="movedir" name="movedir">when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity</real3>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="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)</real>
<real key="volume" name="volume">volume of the sound</real>
<real key="waterlevel" name="waterlevel">extra velocity jitter amount</real>
<real key="impulse" name="impulse">number of particles to emit per second (min 0.5, default 2.5)</real>
<real key="count" name="count">particle count multiplier (per spawned particle)</real>
-<real3 key="movedir" name="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</real3>
+<real3 key="movedir" name="movedir">when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity</real3>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="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)</real>
<real key="volume" name="volume">volume of the sound</real>
<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_minstanex" 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 32">
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 Nex. Always kills with one shot.
+the InstaGib Vortex. Always kills with one shot.
-------- 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>
$E.field+offset
$E.field+offset+randomoffset
where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher.
-Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
+Example is a Mario-style question mark block which could throw a new weapon_vortex when activated like this:
{
"classname" "func_button"
"angle" "-1"
"classname" "target_spawn"
"origin" "0 0 448"
"targetname" "makenex"
-"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"
+"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_vortex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
}
-------- KEYS --------
<targetname key="targetname" name="targetname">used to trigger this</targetname>
<group name="trigger_heal" color=".5 .5 .5">
Any object touching this will be healed.
-------- KEYS --------
-<real key="health" name="health">health to give per second (default 10)</real>
+<real key="health" name="health">health to give per heal (default 10)</real>
<real key="max_health" name="max_health">max health this trigger will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
</group>
+<point name="target_heal" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
+Target version of trigger_heal. Heals the activator.
+-------- KEYS --------
+<real key="health" name="health">health to give per heal (default 10)</real>
+<real key="max_health" name="max_health">max health this target will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
+<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<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">
the Sniper Rifle.
-------- KEYS --------
<real key="fade_time" name="fade_time">fade-in time</real>
<real key="fade_rate" name="fade_rate">fade-out time</real>
<real key="lifetime" name="lifetime">when set, the music created by this target is switched back to the default one when this time expires</real>
--------- SPAWNFLAGS --------
-<flag key="START_OFF" name="START_OFF" bit="0">the trigger is off initially</flag>
</point>
<group name="trigger_music" color="1 0 0">
Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
-When triggered, its effect is turned off until triggered again.
+Can be controlled with relay_activate, relay_deactivate and relay_activatetoggle.
-------- KEYS --------
<targetname key="targetname" name="targetname">The name other entities can use to target this entity</targetname>
<sound key="noise" name="noise">the music to play (as full sound file name)</sound>
trigger_hurt
trigger_heal
trigger_impulse
+trigger_music
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_hurt
trigger_heal
trigger_impulse
+trigger_music
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_hurt
trigger_heal
trigger_impulse
+trigger_music
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
</point>
<point name="turret_flac" color="1 0 0" box="-32 -32 0 32 32 50">
-Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise.
+Only kills missiles, rockets, mortar & electro secondaries to be precise.
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>