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 dom_controlpoint (.3 .3 1) (-16 -16 -16) (16 16 16)
11 Domination control point
12 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).
13 -------- KEYS --------
14 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".
15 wait: How often this point gives its controlling team frags.
16 frags: How many frags this point gives each wait cycle.
19 /*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16)
21 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).
22 -------- KEYS --------
23 netname: name of team (Red Team). Set to "" or don't define for the required blank team.
24 cnt: color of the team. See the "Helpful Extras" section for info.
25 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.
26 noise: Sound to be played on the control point when it's captured. Only players nearby will hear it.
27 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")
30 /*QUAKED func_assault_destructible (.5 0 .5) ?
31 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.
32 -------- KEYS --------
33 health: The damage this trigger can take
34 target: The entity/entities to be triggered once this entity gets invisible
35 targetname: The name other entities can use to target this entity
38 /*QUAKED func_assault_wall (.5 0 .5) ?
39 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.
40 -------- KEYS --------
41 target: targetname of a target_objective
44 /*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
45 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.
46 -------- KEYS --------
47 speed: amount of time in seconds for one complete oscillation cycle (default 4).
48 height: sets the amount of travel of the oscillation movement (default 32).
49 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).
50 noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
51 dmg: damage a player who gets crushed by it receives
52 dmgtime: interval to apply dmg to a player who is s in the way
53 message: death message when a player gets crushed
54 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)
55 -------- SPAWNFLAGS --------
56 X_AXIS: entity will bob along the X axis.
57 Y_AXIS: entity will bob along the Y axis.
60 /*QUAKED func_button (0 .5 .8) ?
61 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.
62 -------- KEYS --------
63 angle: determines the direction in which the button will move (up = -1, down = -2).
64 target: all entities with a matching targetname will be triggered.
65 speed: speed of button's displacement (default 40).
66 wait: number of seconds button stays pressed (default 1, -1 = return immediately).
67 lip: lip remaining at end of move (default 4 units).
68 health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
71 /*QUAKED func_door (0 .5 .8) ? START_OPEN - DOOR_DONT_LINK - - TOGGLE
72 Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
73 If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches.
74 -------- KEYS --------
75 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
76 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)
77 angle: determines the opening direction
78 targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
79 health: if set, door must be shot open
80 speed: movement speed (100 default)
81 wait: wait before returning (3 default, -1 = never return)
82 lip: lip remaining at end of move (8 default)
83 dmg: damage to inflict when blocked (when triggered and someone is in the way)
84 sounds: when 1, use default door sounds
85 noise1: sound when the door opens
86 noise2: sound when the door closes
87 -------- SPAWNFLAGS --------
88 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).
89 DOOR_DONT_LINK: the door won't link with another door it touches
90 TOGGLE: causes the door to wait in both the start and end states for a trigger event.
93 /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
94 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.
95 -------- KEYS --------
96 wait: # of seconds before coming back
97 key1: first entity key with one-line description
98 key2: second entity key with one-line description
99 t_width: override WIDTH to move back (or height if going down)
100 t_length: override LENGTH to move sideways
101 dmg: damage to inflict when blocked (2 default)
102 message: text to display when activating the door, or death message if dmg is set
103 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)
104 noise1: sound when opening backwards or closing
105 noise2: sound when opening sideways
106 noise3: sound when stopping
107 -------- SPAWNFLAGS --------
108 OPEN_ONCE: only work once, then stay open
109 1ST_LEFT: 1st move is left of arrow
110 1ST_DOWN: 1st move is down from arrow
111 NO_SHOOT: never respond to shots
112 ALWAYS_SHOOT: even if targetname is set, respond to shots
115 /*QUAKED func_group (0 .5 .8) ?
116 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.
117 -------- Q3MAP2 KEYS --------
118 _lightmapscale: light map resolution factor
119 _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.
120 _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.
121 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
122 -------- KEYS --------
123 _indexmap: Path/name for the TGA file used to guide the mapping of textures on the terrain surface.
124 _layers: number of unique root shaders that will be use on the terrain.
125 _shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
126 _offsets: space separated list of height offsets for the index map
129 /*QUAKED func_ladder (0 .5 .8) ?
130 a ladder, need i say no more
131 grab a trigger brush and put it in front of the part that you want the player to climb
134 /*QUAKED func_plat (0 .5 .8) ? - - CRUSH
135 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.
136 -------- KEYS --------
137 speed: determines how fast the plat moves (default 150).
138 lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
139 height: if set, this will determine the total amount of vertical travel of the plat.
140 dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.
141 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.
142 sounds: 2 for alternate sound set, -1 for silence, or use the fields below
143 sound1: platform starts moving sound
144 sound2: platform stop sound
145 message: kill message, when someone gets killed by this plat
146 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)
147 -------- SPAWNFLAGS --------
148 CRUSH: crush players hit by the platform instantly
149 -------- NOTES --------
150 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.
153 /*QUAKED func_rain (0 .5 .8) ?
154 This is an invisible area like a trigger, which rain falls inside of.
155 -------- KEYS --------
156 velocity: falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
157 cnt: sets color of rain in the Quake palette (default 12 - white)
158 count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
161 /*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
162 Brush entity that spins in place on one axis (default Z). Use an origin brush to specify define the rotation axis.
163 To rotate around another axis, make a func_wall with an explicit avelocity given.
164 -------- KEYS --------
165 speed: speed to rotate (in degrees per second)
166 noise: path/name of looping .wav file to play.
167 dmg: Do this much dmg every .dmgtime interval when blocked
168 dmgtime: See above. (0.25s default)
169 message: kill message when crushed by this
170 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)
171 -------- SPAWNFLAGS --------
172 X_AXIS: rotate around the X axis
173 Y_AXIS: rotate around the Y axis
176 /*QUAKED func_snow (0 .5 .8) ?
177 This is an invisible area like a trigger, which snow falls inside of.
178 -------- KEYS --------
179 velocity: falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
180 cnt: sets color of snow in the Quake palette (default 12 - white)
181 count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
184 /*QUAKED func_stardust (.5 .5 .5) (-8 -8 -8) (8 8 8)
185 Point entity with EF_STARDUST applied. This will spawn a particle cloud with mostly golden particles. Used as eye-candy.
188 /*QUAKED func_train (0 .5 .8) ?
189 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).
190 At each node, the train's mins corner hits exactly the path_corner.
191 Trains always start on in the game.
192 Trains do not damage the played when blocked.
193 Trains cannot emit sound.
194 Trains are not trigger-able or toggle-able.
195 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.
196 -------- KEYS --------
197 speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)
198 target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
201 /*QUAKED info_location (1 1 0) (-8 -8 -8) (8 8 8)
202 Location for use by the %l escape in "say" messages.
203 The closest "visible" info_location entity is chosen to find the right location name for a point.
204 -------- KEYS --------
205 message: name of location, possibly with color codes
208 /*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
209 Entity that does nothing, but may be targeted (e.g. to use its position)
210 -------- KEYS --------
211 targetname: must match the target key of entity that uses this for pointing.
214 /*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
215 Aiming target for q3map2-internal entities like _decal or light. Removes itself when loaded, so it can NOT be used for in-game stuff!
216 -------- KEYS --------
217 targetname: the entity that requires an aiming direction points to this.
220 /*QUAKED info_player_attacker (1 0.5 0) (-16 -16 -24) (16 16 45)
221 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.
222 -------- KEYS --------
223 target: this should point to a target_objective to decide when this spawning point is active.
224 target2: trigger all entities with this targetname when someone spawns
225 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.
228 /*QUAKED info_player_deathmatch (0 1 0) (-16 -16 -24) (16 16 45)
229 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.
230 -------- KEYS --------
231 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.
232 target: trigger all entities with this targetname when someone spawns
233 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.
236 /*QUAKED info_player_defender (.5 .5 .5) (-16 -16 -24) (16 16 45)
237 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.
238 -------- KEYS --------
239 target: this should point to a target_objective to decide when this spawning point is active.
240 target2: trigger all entities with this targetname when someone spawns
241 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.
244 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 45)
245 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.
246 -------- KEYS --------
247 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.
248 target: trigger all entities with this targetname when someone spawns
249 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.
252 /*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 45)
253 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.
254 -------- KEYS --------
255 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.
256 target: trigger all entities with this targetname when someone spawns
257 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.
260 /*QUAKED info_player_team3 (1 1 0) (-16 -16 -24) (16 16 45)
261 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.
262 -------- KEYS --------
263 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.
264 target: trigger all entities with this targetname when someone spawns
265 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.
268 /*QUAKED info_player_team4 (1 0 1) (-16 -16 -24) (16 16 45)
269 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.
270 -------- KEYS --------
271 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.
272 target: trigger all entities with this targetname when someone spawns
273 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.
276 /*QUAKED item_armor_large (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
277 Large Armor (default 100 armor points)
278 -------- KEYS --------
279 respawntime: time till it respawns (default: 30)
280 armorvalue: amount of armor it gives (default: 100 (g_pickup_armorlarge))
281 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max))
282 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
283 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
284 -------- SPAWNFLAGS --------
285 FLOATING: the item will float in air, instead of aligning to the floor by falling
286 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
287 model="models/items/g_a25.md3"
290 /*QUAKED item_armor_medium (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
291 Medium Armor (default 25 armor points)
292 -------- KEYS --------
293 respawntime: time till it respawns (default: 20)
294 armorvalue: amount of armor it gives (default: 25 (g_pickup_armormedium))
295 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armormedium_max))
296 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
297 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
298 -------- SPAWNFLAGS --------
299 FLOATING: the item will float in air, instead of aligning to the floor by falling
300 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
301 model="models/items/g_armormedium.md3"
304 /*QUAKED item_armor_small (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
305 Small Armor (default 5 armor points)
306 -------- KEYS --------
307 respawntime: time till it respawns (default: 15)
308 armorvalue: amount of armor it gives (default: 5 (g_pickup_armorsmall))
309 max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorsmall_max))
310 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
311 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
312 -------- SPAWNFLAGS --------
313 FLOATING: the item will float in air, instead of aligning to the floor by falling
314 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
315 model="models/items/g_a1.md3"
318 /*QUAKED item_bullets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
320 -------- KEYS --------
321 ammo_nails: bullets gained by this item (if unset, g_pickup_nails is used)
322 respawntime: time till it respawns (default: 15)
323 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
324 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
325 -------- SPAWNFLAGS --------
326 FLOATING: the item will float in air, instead of aligning to the floor by falling
327 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
328 model="models/items/a_bullets.mdl"
331 /*QUAKED item_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
332 Nex, Electro and Crylink ammo
333 -------- KEYS --------
334 ammo_cells: cells gained by this item (if unset, g_pickup_cells is used)
335 respawntime: time till it respawns (default: 15)
336 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
337 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
338 -------- SPAWNFLAGS --------
339 FLOATING: the item will float in air, instead of aligning to the floor by falling
340 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
341 model="models/items/a_cells.md3"
344 /*QUAKED item_flag_team1 (1 0 0) (-48 -48 -37) (48 48 37)
345 CTF flag for team one (Red). Use more than one if you really insist.
346 -------- KEYS --------
348 scale: scaling factor (DO set this when using your own model!)
349 noise: sound played when flag is picked up
350 noise1: sound played when flag is returned
351 noise2: sound played when flag is captured
352 noise3: sound played when flag is lost in the field and respawns itself
355 /*QUAKED item_flag_team2 (0 0 1) (-48 -48 -37) (48 48 37)
356 CTF flag for team two (Blue). Use more than one if you really insist.
357 -------- KEYS --------
359 scale: scaling factor (DO set this when using your own model!)
360 noise: sound played when flag is picked up
361 noise1: sound played when flag is returned
362 noise2: sound played when flag is captured
363 noise3: sound played when flag is lost in the field and respawns itself
366 /*QUAKED item_health_large (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
367 Large Health (default 50 health points)
368 -------- KEYS --------
369 respawntime: time till it respawns (default: 20)
370 health: amount of health it gives (default: 50 (g_pickup_healthlarge))
371 max_health: max of health it increases to (default: 999 (g_pickup_healthlarge_max))
372 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
373 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
374 -------- SPAWNFLAGS --------
375 FLOATING: the item will float in air, instead of aligning to the floor by falling
376 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
377 model="models/items/g_h50.md3"
380 /*QUAKED item_health_medium (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
381 Medium Health (default 25 health points)
382 -------- KEYS --------
383 respawntime: time till it respawns (default: 15)
384 health: amount of health it gives (default: 25 (g_pickup_healthmedium))
385 max_health: max of health it increases to (default: 999 (g_pickup_healthmedium_max))
386 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
387 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
388 -------- SPAWNFLAGS --------
389 FLOATING: the item will float in air, instead of aligning to the floor by falling
390 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
391 model="models/items/g_h25.md3"
394 /*QUAKED item_health_mega (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
395 Mega Health (default 100 health points)
396 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
397 -------- KEYS --------
398 respawntime: time till it respawns (default: 30)
399 health: amount of health it gives (default: 100 (g_pickup_healthmega))
400 max_health: max of health it increases to (default: 999 (g_pickup_healthmega_max))
401 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
402 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
403 -------- SPAWNFLAGS --------
404 FLOATING: the item will float in air, instead of aligning to the floor by falling
405 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
406 model="models/items/g_h100.md3"
409 /*QUAKED item_health_small (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
410 Small Health (default 5 health points)
411 -------- KEYS --------
412 respawntime: time till it respawns (default: 15)
413 health: amount of health it gives (default: 5 (g_pickup_healthsmall))
414 max_health: max of health it increases to (default: 5 (g_pickup_healthsmall_max))
415 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
416 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
417 -------- SPAWNFLAGS --------
418 FLOATING: the item will float in air, instead of aligning to the floor by falling
419 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
420 model="models/items/g_h1.md3"
423 /*QUAKED item_invincible (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
425 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
426 -------- KEYS --------
427 respawntime: time till it respawns (default: 120)
428 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
429 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
430 -------- SPAWNFLAGS --------
431 FLOATING: the item will float in air, instead of aligning to the floor by falling
432 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
433 model="models/items/g_invincible.md3"
436 /*QUAKED item_minst_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
438 Always contains 5 (g_minstagib_ammo_drop) shots.
439 It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
440 -------- KEYS --------
441 respawntime: time till it respawns (default: 45)
442 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
443 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
444 -------- SPAWNFLAGS --------
445 FLOATING: the item will float in air, instead of aligning to the floor by falling
446 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
447 model="models/items/a_cells.md3"
450 /*QUAKED item_rockets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
451 Rocket Launcher, Hagar and Mortar ammo
452 -------- KEYS --------
453 ammo_rockets: rockets gained by this item (if unset, g_pickup_rockets is used)
454 respawntime: time till it respawns (default: 15)
455 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
456 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
457 -------- SPAWNFLAGS --------
458 FLOATING: the item will float in air, instead of aligning to the floor by falling
459 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
460 model="models/items/a_rockets.md3"
463 /*QUAKED item_shells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
465 -------- KEYS --------
466 ammo_shells: shells gained by this item (if unset, g_pickup_shells is used)
467 respawntime: time till it respawns (default: 15)
468 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
469 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
470 -------- SPAWNFLAGS --------
471 FLOATING: the item will float in air, instead of aligning to the floor by falling
472 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
473 model="models/items/a_shells.md3"
476 /*QUAKED item_strength (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
477 Strength aka Quad damage
478 In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
479 -------- KEYS --------
480 respawntime: time till it respawns (default: 120)
481 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
482 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
483 -------- SPAWNFLAGS --------
484 FLOATING: the item will float in air, instead of aligning to the floor by falling
485 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
486 model="models/items/g_strength.md3"
489 /*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE - - NOGRIDLIGHT
490 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.
491 Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
492 Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
493 By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
494 -------- KEYS --------
495 light: intensity factor (default: 300). A linear
496 _color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
497 target: Lights pointed at a target will be spotlights.
498 radius: radius of a spotlight at the target point (default: 64)
499 _anglescale: scales angle attenuation
500 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.
501 _filterradius: filter radius for this light, similar to -light -filter
502 _sun: if 1, this light is an infinite sun light
503 _samples: number of samples to use to get soft shadows from a light
504 _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
505 -------- SPAWNFLAGS --------
506 LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
507 NOANGLE: Ignore angle attenuation.
508 NOGRIDLIGHT: Do not affect the light grid (dynamic entity lighting).
511 /*QUAKED lightJunior (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE
512 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.
513 Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
514 Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
515 By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
516 -------- KEYS --------
517 light: intensity factor (default: 300). A linear
518 _color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
519 target: Lights pointed at a target will be spotlights.
520 radius: radius of a spotlight at the target point (default: 64)
521 _anglescale: scales angle attenuation
522 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.
523 _filterradius: filter radius for this light, similar to -light -filter
524 _sun: if 1, this light is an infinite sun light
525 _samples: number of samples to use to get soft shadows from a light
526 _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
527 -------- SPAWNFLAGS --------
528 LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
529 NOANGLE: Ignore angle attenuation.
532 /*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE
534 -------- KEYS --------
535 target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow)
536 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)
537 colormod: color of the laser beam (default: red, that is, 1 0 0)
538 dmg: damage inflicted by the beam per second, or -1 for an instant-death ray
539 targetname: name to target this (then its state is toggled)
540 alpha: when set, makes a dark laser of the given strength; may be combined with colormod
541 -------- SPAWNFLAGS --------
542 START_ON: when targeted, the laser will start switched on
543 FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth)
544 -------- NOTES --------
545 Use trigger_monoflop if you want the laser to turn off for a while, then turn back on.
546 When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
549 /*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN
550 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.
551 -------- Q3MAP2 KEYS --------
552 model: file name of model to include
553 _frame: frame of model to include
554 _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.
555 angle: view direction of the model
556 angles: view direction of the model in PITCH YAW ROLL
557 modelscale: scaling factor
558 modelscale_vec: scaling vector for non-uniform scaling
559 _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.
560 _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.
561 _lightmapscale: light map resolution factor
562 _celshader: the cel shader for this
563 -------- SPAWNFLAGS --------
564 SOLID: make the model solid
565 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)
566 EXTRUDE_TERRAIN: always extrude downwards (for terrain)
569 /*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
570 A way to load models from a map by the engine (e.g. self-animated zym models).
571 Is non-solid by default.
572 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_models. Its q3map2 keys below will work on any brush entity!
573 -------- KEYS --------
574 model: when used as a point entity, file name of model to load; when used as a brush entity, do not specify that
575 frame: animation frame to play (for self-animated zym models)
576 skin: number of skin to load (when model is used)
577 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
578 solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
579 avelocity: vector giving its angular velocity (useful for spinning models)
580 scale: scale factor of the model (range: 0.0625 to 15.9375)
581 colormap: 1024 + 16 * pantscolor + shirtcolor
582 velocity: when movetype isn't 0, initial velocity vector
583 angles: initial looking direction
584 modelscale: scaling factor
585 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
586 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
587 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
588 lodmodel1: file name of the first LOD model replacement
589 lodmodel2: file name of the second LOD model replacement
590 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.
591 -------- Q3MAP2 KEYS --------
592 _frame: frame of model to include (set equal to frame if _castshadows is set)
593 _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.
594 targetname: if targeted by a misc_model, its brushes get inserted into this
595 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
596 -------- SPAWNFLAGS --------
597 ALIGN_ORIGN: align the origin to the surface below the model
598 ALIGN_BOTTOM: align the bottom of the model to the surface below it
601 /*QUAKED func_illusionary (0 .5 .8) ?
602 A non-solid brush entity. Use func_wall if you want it solid.
603 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!
604 -------- KEYS --------
605 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
606 avelocity: vector giving its angular velocity (useful for spinning models)
607 scale: scale factor of the model (range: 0.0625 to 15.9375)
608 colormap: 1024 + 16 * pantscolor + shirtcolor
609 velocity: when movetype isn't 0, initial velocity vector
610 angles: initial looking direction
611 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
612 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
613 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
614 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
615 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
616 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.
617 -------- Q3MAP2 KEYS --------
618 _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.
619 _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.
620 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
621 _clonename: template name so one can clone from it
622 min: override automatically found minimum coordinate bounds
623 max: override automatically found maximum coordinate bounds
624 targetname: if targeted by a misc_model, its brushes get inserted into this
625 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
628 /*QUAKED func_wall (0 .5 .8) ?
629 A solid brush entity. Use func_illusionary if you want it solid.
630 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!
631 -------- KEYS --------
632 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
633 solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
634 avelocity: vector giving its angular velocity (useful for spinning models)
635 scale: scale factor of the model (range: 0.0625 to 15.9375)
636 colormap: 1024 + 16 * pantscolor + shirtcolor
637 velocity: when movetype isn't 0, initial velocity vector
638 angles: initial looking direction
639 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
640 loddistance1: distance after which to show the first LOD model replacement (default: 1000)
641 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
642 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
643 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
644 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.
645 -------- Q3MAP2 KEYS --------
646 _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.
647 _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.
648 _clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
649 _clonename: template name so one can clone from it
650 min: override automatically found minimum coordinate bounds
651 max: override automatically found maximum coordinate bounds
652 targetname: if targeted by a misc_model, its brushes get inserted into this
653 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
656 /*QUAKED misc_teleporter_dest (1 .5 .25) (-16 -16 -24) (16 16 45)
657 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.
658 -------- KEYS --------
659 targetname: make the trigger_teleporter point to this.
660 target: target to activate when a teleporter targeting this is used
661 angle: direction in which player will look when teleported, OR use
662 angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
665 /*QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
666 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
667 This should link to an onslaught_controlpoint entity or onslaught_generator entity.
668 -------- KEYS --------
669 targetname: name that onslaught_link entities will use to target this.
670 target: target any entities that are tied to this control point, such as vehicles and buildable structure entities.
671 message: name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
674 /*QUAKED onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
677 onslaught_link entities can target this.
678 -------- KEYS --------
679 team: team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
680 targetname: name that onslaught_link entities will use to target this.
683 /*QUAKED onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
684 Link between control points.
686 This entity targets two different onslaught_controlpoint or onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
687 -------- KEYS --------
688 target: first control point.
689 target2: second control point.
692 /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
693 Path corner entity that func_train will follow.
694 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)
695 -------- KEYS --------
696 target: point to next path_corner in the path.
697 targetname: the train following the path or the previous path_corner in the path points to this.
698 speed: speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.
699 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
702 /*QUAKED runematch_spawn_point (.3 .3 1) (-16 -16 -16) (16 16 16)
703 Spawn point for runes in a runematch.
706 /*QUAKED target_assault_roundend (1 0 0) (-8 -8 -8) (8 8 8)
707 This entity ends the current assault round if triggered or if the timelimit is reached.
708 Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team.
709 Every assault map needs this entity. There should only be one per map.
710 -------- KEYS --------
711 targetname: Name to target this entity
714 /*QUAKED target_assault_roundstart (.5 0 .5) (-8 -8 -8) (8 8 8)
715 This entity triggers its targets whenever a new assault round is started. This can be used to e.g. activate the first objective.
716 -------- KEYS --------
717 target: targetname of entities to be enabled/triggered on round start (e.g. the first target_objective)
718 target2: targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective)
719 target3: targetname of entities to be enabled/triggered on round start
720 target4: targetname of entities to be enabled/triggered on round start
723 /*QUAKED target_objective (.5 0 .5) (-8 -8 -8) (8 8 8)
724 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.
725 -------- KEYS --------
726 target: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the next target_objective, or target_assault_roundend)
727 target2: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective)
728 target3: targetname of entities to be enabled/triggered on objective fulfilling
729 target4: targetname of entities to be enabled/triggered on objective fulfilling
730 targetname: targetname for this entity so it can be triggered by other entities.
733 /*QUAKED target_objective_decrease (0 1 0) (-8 -8 -8) (8 8 8)
734 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.
735 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.
736 -------- KEYS --------
737 target: The targetname of the target_objective you want to manipulate.
738 targetname: Name for other entities to target this entity.
739 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.
742 /*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
743 Aiming target for entities like light and trigger_push.
744 -------- KEYS --------
745 targetname: the entity that requires an aiming direction points to this.
746 target: target to activate when a jumppad targeting this is used
749 /*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8)
750 Sound generating entity that plays sound files.
751 If targeted, it plays the sound file every time when triggered.
752 If not targeted, it loops the sound file as an ambient noise.
753 -------- KEYS --------
754 noise: path/name of .wav/.ogg file to play
755 targetname: the activating button or trigger points to this.
756 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)
757 volume: volume of the sound
760 /*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE
761 Acts as an intermediary for an action that takes multiple inputs.
762 After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
763 -------- KEYS --------
764 count: how many times this needs to be triggered to activate its targets
765 target: trigger all entities with this targetname when triggered
766 targetname: name that identifies this entity so it can be triggered
767 delay: delay the triggering by the given time
768 message: print this message to the player who activated the trigger
769 killtarget: remove all entities with this targetname when triggered
770 -------- SPAWNFLAGS --------
771 NOMESSAGE: don't print a "2 more to go..."-like message when triggered
774 /*QUAKED trigger_delay (.5 .5 .5) (-8 -8 -8) (8 8 8)
775 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).
776 -------- KEYS --------
777 wait: delay the triggering by the given time
778 target: trigger all entities with this targetname when triggered
779 targetname: name that identifies this entity so it can be triggered
780 message: print this message to the player who activated the trigger
781 killtarget: remove all entities with this targetname when triggered
784 /*QUAKED trigger_hurt (.5 .5 .5) ?
785 Any object touching this will be hurt.
786 Has the useful effect of automatically returning flags, keys and runes when they touch it.
787 -------- KEYS --------
788 dmg: amount of damage to deal (default: 1000)
789 message: kill message when someone gets killed by this (default: "was in the wrong place")
790 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)
793 /*QUAKED trigger_impulse (.5 .5 .5) ?
794 An accelerator/dampener/wind field.
795 Can be used in two ways:
796 "dampener field": just set strength to a value from 0 to 1. Entering the field will slow down to this factor.
797 "accelerator field": just set strength to a value from 1 to infinity. Entering the field will accelerate by this factor.
798 "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.
799 "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.
800 -------- KEYS --------
801 target: "wind field": points to the target_position to which the player will get pushed.
802 strength: "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.
803 falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
806 /*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS
807 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.
808 -------- KEYS --------
809 health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
810 wait: prevent triggering again for this amount of time
811 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
812 noise: path to sound file, if you want to play something else
813 target: trigger all entities with this targetname when triggered
814 target2: trigger all entities with this targetname when triggered
815 target3: trigger all entities with this targetname when triggered
816 target4: trigger all entities with this targetname when triggered
817 targetname: name that identifies this entity so it can be triggered
818 delay: delay the triggering by the given time
819 message: print this message to the player who activated the trigger
820 killtarget: remove all entities with this targetname when triggered
821 -------- SPAWNFLAGS --------
822 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)
823 ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
826 /*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH
827 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.
828 Basically, it's a use-once trigger_multiple.
829 -------- KEYS --------
830 health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
831 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
832 noise: path to sound file, if you want to play something else
833 target: trigger all entities with this targetname when triggered
834 targetname: name that identifies this entity so it can be triggered
835 delay: delay the triggering by the given time
836 message: print this message to the player who activated the trigger
837 killtarget: remove all entities with this targetname when triggered
838 -------- SPAWNFLAGS --------
839 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)
842 /*QUAKED trigger_push (1 .5 0) ?
844 Can be used in three ways:
845 Nexuiz "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.
846 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.
847 Quake "movedir/speed" way: player will get velocity movedir * speed * 10 when using the jump pad
848 -------- KEYS --------
849 target: point the player will fly to when using the jump pad (use a target_position here)
850 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
851 movedir: when target is not set, direction vector to push to
852 speed: speed of jump pad (default: 1000)
853 noise: sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent
856 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
857 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.
858 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.
859 More than one "trigger event" can be delayed at once, as opposed to trigger_delay.
860 -------- KEYS --------
861 target: trigger all entities with this targetname when triggered
862 targetname: name that identifies this entity so it can be triggered
863 delay: delay the triggering by the given time
864 message: print this message to the player who activated the trigger
865 killtarget: remove all entities with this targetname when triggered
868 /*QUAKED trigger_swamp (.5 .5 .5) ?
869 Players getting into the swamp will get slowed down and damaged
870 -------- KEYS --------
871 dmg: damage per interval to deal (default is 5)
872 swamp_interval: interval of damage when in swamp (default is 1)
873 swamp_slowdown: amount of slowdown caused by the swamp (default is 0.5)
876 /*QUAKED trigger_teleport (.5 .5 .5) ?
877 Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
878 Note that in Nexuiz, teleporters preserve momentum of the player using them.
879 -------- KEYS --------
880 target: this must point to a misc_teleporter_dest entity.
883 /*QUAKED weapon_crylink (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
885 -------- KEYS --------
886 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
887 respawntime: time till it respawns (default: 15)
888 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
889 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
890 -------- SPAWNFLAGS --------
891 FLOATING: the item will float in air, instead of aligning to the floor by falling
892 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
893 model="models/weapons/g_crylink.md3"
896 /*QUAKED weapon_electro (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
898 -------- KEYS --------
899 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
900 respawntime: time till it respawns (default: 15)
901 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
902 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
903 -------- SPAWNFLAGS --------
904 FLOATING: the item will float in air, instead of aligning to the floor by falling
905 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
906 model="models/weapons/g_electro.md3"
909 /*QUAKED weapon_grenadelauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
911 -------- KEYS --------
912 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
913 respawntime: time till it respawns (default: 15)
914 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
915 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
916 -------- SPAWNFLAGS --------
917 FLOATING: the item will float in air, instead of aligning to the floor by falling
918 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
919 model="models/weapons/g_gl.md3"
922 /*QUAKED weapon_hagar (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
924 -------- KEYS --------
925 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
926 respawntime: time till it respawns (default: 15)
927 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
928 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
929 -------- SPAWNFLAGS --------
930 FLOATING: the item will float in air, instead of aligning to the floor by falling
931 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
932 model="models/weapons/g_hagar.md3"
935 /*QUAKED weapon_nex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
937 In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
938 -------- KEYS --------
939 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
940 respawntime: time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)
941 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
942 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
943 -------- SPAWNFLAGS --------
944 FLOATING: the item will float in air, instead of aligning to the floor by falling
945 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
946 model="models/weapons/g_nex.md3"
949 /*QUAKED weapon_rocketlauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
951 In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
952 -------- KEYS --------
953 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
954 respawntime: time till it respawns (default: 15)
955 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
956 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
957 -------- SPAWNFLAGS --------
958 FLOATING: the item will float in air, instead of aligning to the floor by falling
959 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
960 model="models/weapons/g_rl.md3"
963 /*QUAKED weapon_shotgun (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
965 -------- KEYS --------
966 ammo_shells: initial shells of the weapon (if unset, g_pickup_shells is used)
967 respawntime: time till it respawns (default: 15)
968 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
969 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
970 -------- SPAWNFLAGS --------
971 FLOATING: the item will float in air, instead of aligning to the floor by falling
972 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
973 model="models/weapons/g_shotgun.md3"
976 /*QUAKED weapon_uzi (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
978 -------- KEYS --------
979 ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
980 respawntime: time till it respawns (default: 15)
981 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
982 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
983 -------- SPAWNFLAGS --------
984 FLOATING: the item will float in air, instead of aligning to the floor by falling
985 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
986 model="models/weapons/g_uzi.md3"
989 /*QUAKED worldspawn (0 0 0) ?
991 If you see this, the currently selected brush is not of an entity.
992 -------- KEYS --------
993 fog: fog parameters of the map (density red green blue alpha mindist maxdist); works just like the "fog" console command
994 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.
995 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.
996 _description: one-line description of the map. Will get copied to the "description" entry of the mapinfo file when none is present.
997 -------- Q3MAP2 KEYS --------
998 _blocksize: vector specifying the automatic vis subdivision block size (default: 1024 1024 1024)
999 gridsize: lightgrid granularity vector (default: 64 64 128)
1000 _color: color of the global light parameters
1001 _ambient: light added to all surfaces
1002 _mingridlight: minimum grid light
1003 _minlight: minimum light value on both surfaces and lightgrid
1004 _keepLights: do not remove light entities from the map (useful e.g. for realtime lighting)
1005 _floodlight: flood light parameters (red green blue distance intensity), start with 240 240 255 1024 128
1006 _farplanedist: range after which everything is completely invisible by fog (when fog is being used)
1007 _noshadersun: turn off sun defined by shaders (useful if you defined your own light entity to be a sun)
1008 _ignoreleaks: ignore leaks when compiling
1009 _lightmapscale: light map resolution factor
1010 _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.
1011 _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.
1012 _celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
1015 /*QUAKED trigger_race_checkpoint (0 1 0) ? NOTOUCH STRICTTRIGGER CRUSH
1016 A checkpoint, for the race game mode. Be sure to make them quite long, so they actually catch a player reliably!
1017 -------- KEYS --------
1018 cnt: Number of the checkpoint. 0 for finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
1019 message: Death message, when touching checkpoints in the wrong order.
1020 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)
1021 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.
1022 target: when the checkpoint is passed, these entities are triggered. Useful for forcing items in certain areas using trigger_items
1023 -------- SPAWNFLAGS --------
1024 NOTOUCH: the checkpoint will not become active when touched, it HAS to be targeted
1025 STRICTTRIGGER: only trigger the targets when the checkpoint actually was reached in a valid way (that is, not when going back)
1026 CRUSH: the checkpoint kills when used at the wrong time
1029 /*QUAKED info_player_race (1 0.5 0) (-16 -16 -24) (16 16 45)
1031 NOTE for race_place: when the race starts after the qualifying, the player with the fastest map 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 race_place not set. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
1032 -------- KEYS --------
1033 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.
1034 target2: trigger all entities with this targetname when someone spawns
1035 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.
1036 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 come in later (have to be behind the ones with race_place set to an actual place), and -1 marks the spawnpoint for qualifying mode only
1039 /*QUAKED func_pointparticles (.5 .5 .5) ? START_ON
1040 A brush that emits particles.
1041 -------- KEYS --------
1042 mdl: particle effect name from effectinfo.txt
1043 impulse: when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block
1044 velocity: particle direction and speed
1045 waterlevel: extra velocity jitter amount
1046 count: particle count multiplier (per spawned particle)
1047 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
1048 glow_color: particle palette color
1049 noise: sound to play when the particle is emitted
1050 targetname: name to target this (then its state is toggled)
1051 -------- SPAWNFLAGS --------
1052 START_ON: when targeted, the particle emitter will start switched on
1053 -------- NOTES --------
1054 Use trigger_monoflop if you want the particles to turn off for a while, then turn back on
1057 /*QUAKED trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1058 "Flip-flop" trigger gate... lets only every second trigger event through
1059 -------- KEYS --------
1060 target: trigger all entities with this targetname when triggered
1061 targetname: name that identifies this entity so it can be triggered
1062 -------- SPAWNFLAGS --------
1063 START_ON: assume it is already turned on (so the first event is NOT passed through)
1066 /*QUAKED trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8) FIXED
1067 "Mono-flop" trigger gate... turns trigger events into pairs of events
1068 -------- KEYS --------
1069 target: trigger all entities with this targetname when triggered
1070 targetname: name that identifies this entity so it can be triggered
1071 wait: time to wait until the "off" event is fired
1072 -------- SPAWNFLAGS --------
1073 FIXED: do pulses of fixed length (so the "off" delay is NOT extended as usual and new events are just ignored)
1076 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
1077 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
1078 -------- KEYS --------
1079 target: trigger all entities with this targetname when it goes off
1080 targetname: name that identifies this entity so it can be triggered
1081 phase: phase of the multivibrator (it is added to the time)
1082 wait: "on" cycle time (default: 1)
1083 respawntime: "off" cycle time (default: same as wait)
1084 -------- SPAWNFLAGS --------
1085 START_ON: assume it is already turned on (when targeted)
1088 /*QUAKED misc_follow (.5 .5 .5) (-8 -8 -8) (8 8 8)
1089 Makes one entity follow another. Will not work with all entities.
1090 -------- KEYS --------
1091 target: points to the entity to move (e.g. something that won't move by itself)
1092 killtarget: points to the entity that is to be used as the source (e.g. a func_plat)
1095 /*QUAKED weapon_minstanex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1096 the MinstaGib Nex. Always kills with one shot.
1097 -------- KEYS --------
1098 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1099 respawntime: time till it respawns (default: 15)
1100 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1101 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1102 -------- SPAWNFLAGS --------
1103 FLOATING: the item will float in air, instead of aligning to the floor by falling
1104 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1105 model="models/weapons/g_minstanex.md3"
1108 /*QUAKED weapon_porto (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1109 the Port-O-Launch. Only can be shot once.
1110 Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
1111 -------- KEYS --------
1112 respawntime: time till it respawns (default: 120)
1113 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1114 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1115 -------- SPAWNFLAGS --------
1116 FLOATING: the item will float in air, instead of aligning to the floor by falling
1117 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1118 model="models/weapons/g_porto.md3"
1121 /*QUAKED target_items (0 0 1) (-8 -8 -8) (8 8 8) AND OR ANDNOT
1122 Sets the items of any player who triggers this.
1123 For the number fields, not specifying a value means not changing it. To clear armor, you need to explicitly set "armor" to "-1".
1124 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).
1125 -------- KEYS --------
1126 targetname: used to trigger this
1127 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" and "strength"
1128 message: message to print
1129 ammo_shells: amount of shells
1130 ammo_nails: amount of bullets
1131 ammo_rockets: amount of rockets
1132 ammo_cells: amount of cells
1133 health: amount of health
1134 armorvalue: amount of armor
1135 strength_finished: if "strength" is specified, the time in seconds for which the strength will hold
1136 invincible_finished: if "invincible" is specified, the time in seconds for which the invincibility will hold
1137 -------- SPAWNFLAGS --------
1138 AND: any items not listed will get removed, and none will get added
1139 OR: the player may keep items not listed
1140 ANDNOT: the items listed will get removed from the player
1143 /*QUAKED target_spawn (1 0 1) (-8 -8 -8) (8 8 8) - ONLOAD
1144 Spawns or modifies an entity when triggered.
1145 The entity field list is a single string of the form:
1146 'field' 'value' 'field' 'value' ... 'classname' 'item_bullets' ... 'field' 'value'
1147 The special "field" name $ calls a void(void) function, for example a spawn function.
1148 Special function names available are _setmodel and _setsize.
1149 Field values can use various variable replacements:
1153 $E.field+offset+randomoffset
1154 where "E" can be self, activator, target (the entity being created/modified) and pusher.
1155 Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
1157 "classname" "func_button"
1166 "classname" "target_spawn"
1168 "targetname" "makenex"
1169 "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"
1171 -------- KEYS --------
1172 targetname: used to trigger this
1173 message: entity field list
1174 target: when set, target_spawn edits entities, instead of creating new ones
1175 count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
1176 -------- SPAWNFLAGS --------
1177 ONLOAD: create a first entity on map load
1180 /*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE
1181 This is a brush model which can be damaged.
1182 Once all health is consumed it'll disappear and trigger the targeted entity/entities.
1183 When triggered, it resets to full health, and unbreaks.
1184 -------- KEYS --------
1185 health: The damage this trigger can take
1186 target: The entity/entities to be triggered once this entity gets invisible
1187 targetname: The name other entities can use to target this entity
1188 mdl: particle effect name to show when destroyed
1189 count: particle effect multiplier
1190 mdl_dead: optional replacement model to show when destroyed
1191 debris: names of debris models to show when destroyed, separated by spaces
1192 noise: sound to play when destroyed
1193 dmg: damage to deal to the environment when destroyed
1194 dmg_edge: edge damage to deal to the environment when destroyed
1195 dmg_radius: damage radius
1196 dmg_force: damage force
1197 message: death message when a player gets hit by the explosion
1198 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)
1199 -------- SPAWNFLAGS --------
1200 DISABLED: do not allow damaging this until it is first activated
1201 INDICATE: indicate amount of damage already taken by coloring
1204 /*QUAKED trigger_relay_if (0 1 0) (-8 -8 -8) (8 8 8) NEGATE
1205 Relays the trigger event if a cvar is set to a specified value.
1206 -------- KEYS --------
1207 target: The entity/entities to relay the trigger events to
1208 targetname: The name other entities can use to target this entity
1209 netname: The name of the cvar to check
1210 message: The value of the cvar to check
1211 count: The count of entities that must be found
1212 -------- SPAWNFLAGS --------
1213 NEGATE: trigger if the cvar does NOT match the value.
1216 /*QUAKED weapon_hlac (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1217 the Heavy Laser Assault Cannon.
1218 -------- KEYS --------
1219 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1220 respawntime: time till it respawns (default: 30)
1221 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1222 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1223 -------- SPAWNFLAGS --------
1224 FLOATING: the item will float in air, instead of aligning to the floor by falling
1225 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1226 model="models/weapons/g_hlac.md3"
1229 /*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1231 -------- KEYS --------
1232 ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
1233 respawntime: time till it respawns (default: 30)
1234 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1235 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1236 -------- SPAWNFLAGS --------
1237 FLOATING: the item will float in air, instead of aligning to the floor by falling
1238 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1239 model="models/weapons/g_seeker.md3"
1242 /*QUAKED weapon_hook (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1243 the on-hand Grappling Hook.
1244 -------- KEYS --------
1245 ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
1246 respawntime: time till it respawns (default: 30)
1247 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1248 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1249 -------- SPAWNFLAGS --------
1250 FLOATING: the item will float in air, instead of aligning to the floor by falling
1251 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1252 model="models/weapons/g_hookgun.md3"
1255 /*QUAKED trigger_heal (.5 .5 .5) ?
1256 Any object touching this will be healed.
1257 -------- KEYS --------
1258 health: health to give per second (default 10)
1259 max_health: max health this trigger will give (default 200)
1260 noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound
1263 /*QUAKED weapon_campingrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
1265 WARNING: DO NOT PLACE THIS ON MAPS YET.
1266 The weapon is subject to change in behaviour and appearance, and such a change may break weapon balance on your map. So don't place it yet, use it as server weapon replacement option ONLY.
1267 -------- KEYS --------
1268 ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
1269 respawntime: time till it respawns (default: 30)
1270 team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
1271 cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
1272 -------- SPAWNFLAGS --------
1273 FLOATING: the item will float in air, instead of aligning to the floor by falling
1274 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
1275 model="models/weapons/g_campingrifle.md3"