<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 bruch 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 Primitives.
-------- 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>
</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>
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).
-------- KEYS --------
<real key="wait" name="wait">delay the triggering by the given time</real>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<string key="message" name="message">print this message to the player who activated the trigger</string>
<integer key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</integer>
<targetname key="targetname" name="targetname">if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe)</targetname>
-------- SPAWNFLAGS --------
-<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns this will NOT jump when touching this</flag>
+<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns this will NOT get hurt when touching this</flag>
</group>
<group name="trigger_impulse" color=".5 .5 .5">
<real key="wait" name="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)</real>
<real key="sounds" name="sounds">1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav</real>
<sound key="noise" name="noise">path to sound file, if you want to play something else</sound>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<target key="target2" name="target2">trigger all entities with this targetname when triggered</target>
<target key="target3" name="target3">trigger all entities with this targetname when triggered</target>
<real key="health" name="health">amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)</real>
<real key="sounds" name="sounds">1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav</real>
<sound key="noise" name="noise">path to sound file, if you want to play something else</sound>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<real key="delay" name="delay">delay the triggering by the given time</real>
<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>
-<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>
+<integer key="team" name="team">team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can jump)</integer>
+<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
-<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the teleporter will NOT jump when touching this</flag>
+<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the jump pad will NOT jump when touching this</flag>
</group>
<point name="trigger_relay" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
modeldisabled="models/weapons/g_hagar.md3"
</point>
-<point name="weapon_laser" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Laser. Note that unless you use
- settemp_for_type all g_start_weapon_laser 0
+<point name="weapon_blaster" color="1 0 .5" box="-30 -30 0 30 30 32">
+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.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</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_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>
</point>
<point name="weapon_devastator" 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.
+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>
<point name="weapon_shotgun" color="1 0 .5" box="-30 -30 0 30 30 32">
the Shotgun. Note that unless you use
- settemp_for_type all g_start_weapon_shotgun 0
+ settemp_for_type all g_balance_shotgun_weaponstart 0
in your mapinfo file, everyone will already spawn with one, making this pickup useless.
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">initial shells of the weapon (if unset, g_pickup_shells is used)</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>
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
-------- SPAWNFLAGS --------
<flag key="START_ON" name="START_ON" bit="0">assume it is already turned on (so the first event is NOT passed through)</flag>
</point>
<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>
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).
-------- KEYS --------
<targetname key="targetname" name="targetname">used to trigger this</targetname>
-<string key="netname" name="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")</string>
+<string key="netname" name="netname">space separated list of items (either weapon short names or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen")</string>
<string key="message" name="message">message to print</string>
<real key="ammo_shells" name="ammo_shells">amount of shells</real>
<real key="ammo_nails" name="ammo_nails">amount of bullets</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>
<string key="netname" name="netname">The name of the cvar to check</string>
<string key="message" name="message">The value of the cvar to check</string>
<real key="count" name="count">The count of entities that must be found</real>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
-------- SPAWNFLAGS --------
<flag key="NEGATE" name="NEGATE" bit="0">trigger if the cvar does NOT match the value.</flag>
</point>
<string key="message" name="message">print this message to the player who activated the trigger</string>
<target key="killtarget" name="killtarget">remove all entities with this targetname when triggered</target>
<integer key="team" name="team">5 for red, 14 for blue, 13 for yellow, 10 for pink team</integer>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
-------- SPAWNFLAGS --------
<flag key="NOTEAM_TOO" name="NOTEAM_TOO" bit="0">also relay events if the activator has no team set</flag>
<flag key="INVERT" name="INVERT" bit="1">only relay the event if this entity has the matching team</flag>
<target key="target4" name="target4">all entities with a matching targetname will be triggered.</target>
<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<real3 key="movedir" name="movedir">if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match.</real3>
+<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
-------- SPAWNFLAGS --------
<flag key="IGNORE_SAY" name="IGNORE_SAY" bit="0">do not respond to "say" messages</flag>
<flag key="IGNORE_TEAMSAY" name="IGNORE_TEAMSAY" bit="1">do not respond to "say_team" messages</flag>
</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>