/*QUAKED info_player_attacker (1 0 0) (-16 -16 -24) (16 16 45) INITIAL Normal attacker spawning location for Nexuiz Asssault -------- KEYS -------- angle : direction in which player will look when spawning in the game. Does not apply to bots. target : this should point to a target_objective to decide when this spawning point is active. nobots : when set to 1, bots will never use this spawn point to respawn in the game. nohumans : when set to 1, human players will never use this spawn point to respawn in the game. notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -------- SPAWNFLAGS -------- INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ //============================================================================= /*QUAKED info_player_defender (0 1 0) (-16 -16 -24) (16 16 45) INITIAL Normal defender spawning location for Nexuiz Asssault -------- KEYS -------- angle : direction in which player will look when spawning in the game. Does not apply to bots. target : this should point to a target_objective to decide when this spawning point is active. nobots : when set to 1, bots will never use this spawn point to respawn in the game. nohumans : when set to 1, human players will never use this spawn point to respawn in the game. notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -------- SPAWNFLAGS -------- INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ //============================================================================= /*QUAKED target_objective (0 .5 0) (-8 -8 -8) (8 8 8) Objective controller for Nexuiz Assault. When active it has 100 health. If it falls below 0 then it'll trigger the next targeted entity (usually the next objective or target_assault_roundend etc.) //============================================================================= /*QUAKED target_objective_decrease (0 .5 0) (-8 -8 -8) (8 8 8) When triggered decreases health of the targeted target_objective.*/ /*QUAKED func_assault_destructible (0 .5 0) (-8 -8 -8) (8 8 8)