<group name="func_group" color="0 .5 .8">
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.
-To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives.
+To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Whole Entities.
-------- Q3MAP2 KEYS --------
<real key="_lightmapscale" name="_lightmapscale">light map resolution factor</real>
<boolean key="_castshadows" name="_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.</boolean>
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>
-<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>
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_uzi.md3"
</point>
+<point name="weapon_arc" color="1 0 .5" box="-30 -30 0 30 30 32">
+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.