// Weapons Factory Arena entity definition file for Q3Radiant/GTK
Radiant
// Upgraded by Shadowspawn 06/14/2002
// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 and Eutectic
1/31/2000
// (visible models added by raYGunn - paths provided by Suicide 20)
// Version: 3.5a
// BETA BETA BETA BETA
//=============================================================================
AMMO_* ENTITIES
//=============================================================================
/*QUAKED ammo_bfg (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
BFG ammo. Gives the player 15 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 15).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/bfgam.md3"*/
//=============================================================================
/*QUAKED ammo_bullets (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Machine Gun ammo. Gives the player 50 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 50).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/machinegunam.md3"*/
//=============================================================================
/*QUAKED ammo_cells (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Plasma Gun ammo. Gives the player 30 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 30).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/plasmaam.md3"*/
//=============================================================================
/*QUAKED ammo_grenades (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Grenade Launcher ammo. Gives the player 5 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 5).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/grenadeam.md3"*/
//=============================================================================
/*QUAKED ammo_lightning (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Lightning Gun ammo. Gives the player 60 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 60).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, 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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/lightningam.md3"*/
//=============================================================================
/*QUAKED ammo_rockets (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Rocket Launcher ammo. Gives the player 5 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 5).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/rocketam.md3"*/
//=============================================================================
/*QUAKED ammo_shells (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Shotgun ammo. Gives the player 10 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 10).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/shotgunam.md3"*/
//=============================================================================
/*QUAKED ammo_slugs (.3 .3 1) (-20 -20 -16) (20 20 20) SUSPENDED
Railgun ammo. Gives the player 10 by default.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 40, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up
(default 10).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
notbot : used to make an item invisible for bot attraction.
wf_team : can be set to "1" (red) or "2" (blue)
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop
to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is
determined by the "wait" value of the item that was picked up
previously. So if one of the items in the team has it's "wait" key
set to -1 (never respawn), the random respawning cycle of the teamed items will
stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/railgunam.md3"*/
//=============================================================================
FUNC_* ENTITIES
//=============================================================================
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
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.
-------- KEYS --------
speed : amount of time in seconds for one complete oscillation cycle
(default 4).
height : sets the amount of travel of the oscillation movement (default
32).
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).
noise : path/name of .wav file to play. Use looping sounds only (egg.
sound/world/drone6.wav - See Notes).
model2 : path/name of model to include (egg:
models/mapobjects/jets/jets01.md3).
origin : alternate method of setting XYZ origin of sound and .md3 model
included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- SPAWNFLAGS --------
X_AXIS : entity will bob along the X-axis.
Y_AXIS : entity will bob along the Y-axis.
-------- NOTES --------
In order for the sound to be emitted from the entity, it is recommended
to include a brush with an origin shader at its center, otherwise the sound
will not follow the entity as it moves. 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.*/
//=============================================================================
/*QUAKED func_button (0 .5 .8) ?
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.
-------- KEYS --------
angle : determines the direction in which the button will move (up =
-1, down = -2).
target : all entities with a matching targetname will be triggered.
speed : speed of button's displacement (default 40).
wait : number of seconds button stays pressed (default 1, -1 = return
immediately).
lip : lip remaining at end of move (default 4 units).
health : if set to a non-zero value, the button must be damaged by
"health" amount of points to operate.
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (egg:
models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included
with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
wf_team : can be set to "1" (red) or "2" (blue)
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- NOTES --------
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.*/
//=============================================================================
/*QUAKED func_door (0 .5 .8) ? START_OPEN SILENT CRUSHER - TOGGLE
Normal sliding door entity. By default, the door will activate when
player walks close to it.
-------- KEYS --------
angle : determines the opening direction of door (up = -1, down = -2).
speed : determines how fast the door moves (default 100).
wait : number of seconds before door returns (default 2, -1 = return
immediately, -2 = never return until retriggered)
lip : lip remaining at end of move (default 8)
targetname : if set, a func_button or trigger is required to activate
the door.
health : Not used with WFA, sorry.
dmg : damage to inflict on player when he blocks operation of door
(default 4). Door will reverse direction when blocked unless CRUSHER spawnflag
is set.
team: assign the same team name to multiple doors that should operate
together (see Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (egg:
models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included
with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk, harvester
(last 3 are Team Arena) and these entities will only spawn in these gametypes.
WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
wf_team : can be set to "1" (red) or "2" (blue)
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in
reverse.
CRUSHER : door will not reverse direction when blocked and will keep
damaging player until he dies or gets out of the way.
TOGGLE : Door will wait in it's triggered position until triggered
again.
SILENT: Door will not emit a sound when opened or closed.
-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If
you want doors to operate together, you have to team them manually by assigning
the same team name to all of them. 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.*/
//=============================================================================
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN SILENT CRUSHER
REVERSE TOGGLE X_AXIS Y_AXIS
WFA ONLY Rotating door entity. By default, the door will activate when
player walks close to it or when damage is inflicted to it.
-------- KEYS --------
wait : number of seconds before door returns (default 2, -1 = return
immediately)
targetname : if set, a func_button or trigger is required to activate
the door.
health : if set to a non-zero value, the door must be damaged by
"health" amount of points to activate (default 0).
dmg : damage to inflict on player when he blocks operation of door
(default 4). Door will reverse direction when blocked unless CRUSHER spawnflag
is set.
team: assign the same team name to multiple doors that should operate
together (see Notes).
distance : how many
degrees the door will open
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (egg:
models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included
with entity (See Notes).
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).
wf_team : can be set to "1" (red) or "2" (blue)
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in
reverse.
SILENT : Don't play sounds.
CRUSHER : door will not reverse direction when blocked and will keep
damaging player until he dies or gets out of the way.
REVERSE : if you want the door to open in the other direction, use this
switch.
TOGGLE : wait in both the start and end states fro a trigger event.
X_AXIS : open on the X-axis.
Y_AXIS : open on the Y-axis.
-------- NOTES --------
If you want doors to operate together, you have to team them manually
by assigning the same team name to all of them. 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.
You may need to play with adding clip brushes to the ent in order to
achieve the result you are expecting.*/
//=============================================================================
/*QUAKED func_group (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.
-------- KEYS --------
_lightmapscale: Default is 1, used for specifying the sampling quality
of the lightmapping
-------- NOTES --------
The TAB key can be used to flip through the component pieces of a
selected func_group entity, isolating individual components.*/
//=============================================================================
/*QUAKED func_pendulum (0 .5 .8) ?
Solid entity that describes a pendulum back and forth rotation
movement. Rotates on the X-axis by default. Pendulum frequency is a physical
constant based on the length of the beam and gravity. Blocking the pendulum
instantly kills a player.
-------- KEYS --------
angle : angle offset of axis of rotation from default X-axis. (default
0)
speed : angle of swing arc in either direction from initial position
(default 30).
phase : sets the start offset of the swinging cycle. Values must be 0
< phase < 1. Any integer phase value is the same as no offset (default
0).
noise : path/name of .wav file to play. Use looping sounds only (egg.
sound/world/drone6.wav).
model2 : path/name of model to include (egg:
models/mapobjects/jets/jets01.md3).
origin : alternate method of setting XYZ origin of entity's rotation
axis and .md3 model included with entity (default "0 0 0" - See
Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- NOTES --------
Players will DIE when they touch this.
You need to have an origin brush as part of this entity. The center of
that brush will be the point through which the rotation axis passes. Setting
the origin key is simply an alternate method to using an origin brush. Pendulum
will rotate along the X-axis by default. Very crude operation: pendulum cannot
rotate along Z-axis, the speed of swing (frequency) is not adjustable. 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.
*/
//=============================================================================
/*QUAKED func_plat (0 .5 .8) ?
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. There are no proper sounds for this
entity, only beep noises. It will spawn in the game and work properly but it
sounds silly (see Notes).
-------- KEYS --------
speed : determines how fast the plat moves (default 150).
lip : lip remaining at end of move (default 16). Has no effect if
"height" is set.
height : if set, this will determine the total amount of vertical
travel of the plat.
dmg : damage to inflict on player when he blocks operation of plat
(default 4). Plat will reverse direction when blocked.
targetname : if set, the trigger that points to this will raise the
plat each time it fires. The plat raises and comes back down a second later if
no player is on it.
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (egg:
models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included
with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
wf_team : can be set to "1" (red) or "2" (blue)
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- NOTES --------
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 that 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.
There is a way to make plats play proper sounds. Just create a
sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and
pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed
copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file
or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.*/
//=============================================================================
/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
Solid entity that rotates continuously. Rotates on the Z axis by
default, and requires an origin brush. It will always start on in the game and
is not targetable.
-------- KEYS --------
speed : determines how fast entity rotates (default 100).
noise : path/name of .wav file to play. Use looping sounds only (egg.
sound/world/drone6.wav).
model2 : path/name of model to include (egg:
models/mapobjects/bitch/fembotbig.md3).
origin : alternate method of setting XYZ origin of entity's rotation
axis and .md3 model included with entity (default "0 0 0" - See
Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
inskyroom: when set to 1, entity will be visible through the skyportal's
camera
-------- SPAWNFLAGS --------
X_AXIS : entity will rotate along the X-axis.
Y_AXIS : entity will rotate along the Y-axis.
-------- NOTES --------
You need to have an origin brush as part of this entity. The center of
that brush will be the point through which the rotation axis passes. Setting
the origin key is simply an alternate method to using an origin brush. It will
rotate along the Z-axis by default. You can check either the X_AXIS or Y_AXIS
box to change that. 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.*/
//=============================================================================
/*QUAKED func_static (0 .5 .8) ?
Static non-solid bspmodel. Can be used for conditional walls and
models.
-------- KEYS --------
model2 : path/name of model to include (egg:
models/mapobjects/bitch/fembotbig.md3).
origin : alternate method of setting XYZ origin of .md3 model included
with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
targetname : if set, a func_button or trigger can make entity disappear
from the game (See Notes).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- NOTES --------
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. If a model is included with a targeted func_static, the
brush(es) of the entity will be removed from the game but the .md3 model won't:
it will automatically be moved to the (0 0 0) world origin so you should NOT
include an .md3 model to a targeted func_static.
Because the map has only a single bot navigation file, func_static's
cannot be used to make significant changes in game play flow between differing
game types.*/
//=============================================================================
/*QUAKED func_particle (0 0.5 0) (-8 -8 -8) (8 8 8) START_ON MODE_2
Spawn some particles.
-------- KEYS --------
target : Target the spawner at a target_position.
targetname : If set, a func_button or trigger can turn this spawner on
and off.
xrandom : Adds randomness to the particle spawn in the X-Axis. (Default
is 0.)
yrandom : Adds randomness to the particle spawn in the Y-Axis. (Default
is 0.)
zrandom : Adds randomness to the particle spawn in the Z-Axis. (Default
is 0.)
pcolor : Choose a number between 1 and 9 to select the color of
particle. (See notes below.)
velocity : Modifies the particle velocity. (Default is 100)
duration : Controls the life of each particle, in milliseconds.
(Default is 3000.)
frequency : Controls how often the spawner generates a particle. (Default
is 0. See Notes below.)
speed : Controls the upward drift speed of particle movement for MODE_2
only.(See notes below.)
width : Sets the starting width of the particles (Default is 1.)
height : Sets the starting height of the particles (Default is 1.)
srandom : Allows individual particle sizes to be randomized within one
spawner. (Default is 0. See Notes below.)
endsize : Sets a multiplier to be used with the width and height to
determine the end size of the particles when their durations expire. (Default
is 1. See Notes below.)
-------- SPAWNFLAGS --------
START_ON : The particle spawner will start in the ON position, spawning
particles.
MODE_2 : Alternate particle behavior mode, see notes below.
-------- NOTES --------
***NOTE*** YOU MUST TARGET THIS AT A TARGET_POSITION ***NOTE***
Func_particle is a fairly complicated entity. The xrandom, yrandom, and zrandom parameters allow you to
increase the particle spread in all directions. A good starting place is around 50 in each to direction for a
mild spread. If you leave them all at 0
you will get a straight line of particles.
Velocity modifies the "force" that propels the particles in
the direction of your target_position.
The default is 100 and is generally a good starting point unless you
need your particles to go long distances.
Duration controls how long a particle will stay around before fading
itself out of existence. You want this
number as low as possible while still generating the effect you are after. A particle that hits a solid object (like a
floor) will be deleted automatically and will not float down to lower
levels. Frequency controls how many particles
the spawn spits out per unit of time.
The default is 0, which allows the spawner to go at full speed. A setting of 10 will lessen the number of
particles significantly so do not set this value too large initially.
Pcolor allows you to select the color of the particles being
emitted. Right now, you can only choose
from the following list. At some time
in the future, you may be able to use RBG values.
RED 1
BLUE 2
GREEN 3
YELLOW 4
ORANGE 5
PURPLE 6
PINK 7
CYAN 8
WHITE 9
MODE_2 changes the way the particles behave significantly. Instead of being effected by gravity, they
work in the opposite (somewhat like smoke.)
They try to rise towards the ceiling based on the speed parameter (if
set to 0, they defy gravity.)
Additionally, when modifying the X, Y, and Z-randoms the ORIGIN is
modified, not the trajectory. This
allows for the creation of particle "fields."
The srandom key allows you to randomize particle sizes within one
spawner. The same random value is
applied to both the height and the width to preserve the size ratio for any
given particle. The formula for
particle size looks like this:
randomSize = ( * );
height = + randomSize;
width = + randomSize;
endheight = ( +
randomSize) * ;
endwidth = ( +
randomSize) * ;
In short, you never want the srandom key to be larger than the height
or the width. This would potential
cause particles with a negative size since the srandom key represent the
MAXIMUM deviance that can occur for any particle. This number can be positive or negative.
The endsize key is a multiplier that is applied to the width and height
to determine the end size of the particles when their durations expire. You can use this to cause particles to
shrink or grow during the course of their lives (But not both, and size change
is linear.) This number is positive for
growth and negative for shrinkage.
As an additional note, you CAN point this entity at a moving entity
(such as a door or a func_train) and it will adjust the direction of the spray
of particles as its target entity moves around the world. It does not currently adjust it's velocity.
Keep in mind that the 'origin' of a door is not necessarily the center.
If you want to point it to a mover, it -can help- to make a small brush as the
center of the mover and select that brush first when creating the entity.
*/
//=============================================================================
/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
Time delay trigger that will continuously fire its targets after a
preset time delay. The time delay can also be randomized. When triggered, the
timer will toggle on/off.
-------- KEYS --------
wait : delay in seconds between each triggering of its targets (default
1).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
target : this points to the entities to trigger.
targetname : a func_button or trigger that points to this will toggle
the timer on/off when activated.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
-------- SPAWNFLAGS --------
START_ON : timer will start on in the game and continuously fire its
targets.
-------- NOTES --------
When the random key is set, its value is used to calculate a minimum
and a maximum delay. The final time delay will be a random value anywhere
between the minimum and maximum values: (min delay = wait - random) (max delay
= wait + random).*/
//=============================================================================
/*QUAKED func_train (0 .5 .8) ?
Trains are moving solids that follow a string of path_corner entities.
Trains in Q3A are very basic, they also require an origin brush (see Notes).
-------- KEYS --------
speed : speed of displacement of train (default 100 or overridden by
speed value of path).
target : this points to the first path_corner of the path, which is
also the spawn location of the train's origin.
model2 : path/name of model to include (egg:
models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of the train's
brush(es) and .md3 model included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no
effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no
effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
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).
notta: when set to 1, entity will not spawn in Team Arena
notq3a: when set to 1, entity will not spawn in stock Quake 3
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- NOTES --------
1. Trains always start on in the game.
2. Trains do not damage the played when blocked.
3. Trains cannot emit sound.
4. Trains are not trigger-able or toggle-able.
5. 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.
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.*/
//===============WFA==============================================================
/*QUAKED func_explosive (0 .5 .8) ? TriggerSpawn AutoRespawn
TriggerRespawn
-------- KEYS --------
health: "Health" : 100
count: "Count (debris 75-1000)" : 75
dmg: "Damage" : 0 (See Notes).
wait: "autorespawn time" : 30
inskyroom: when set to 1, entity will be visible through the
skyportal's camera
-------- SPAWNFLAGS --------
Trigger Spawn : Used to spawn the entity once into the world, use
targetname-target with button etc.
AutoRespawn : Will respawn the entity in wait seconds 30-3mins.
Trigger Respawn: Will respawn over and over by use of a trigger such as
a button.
-------- NOTES --------
Once the damage key is set to a positive number, the normal glass
breaking effects will turn to solid effects.
*/
//=============================================================================
HOLDABLE_* ENTITIES
//=============================================================================
/*QUAKED holdable_medkit (.7 0 1) (-16 -16 -16) (16 16 32) SUSPENDED
Medkit that can be picked up and used later. Brings the player's health
back to 100 when used. Player can only carry one holdable item at a time.
-------- KEYS --------
wait : time in seconds before item respawns after being picked up
(default 60, -1 = never respawn).
random : random time variance in seconds added or subtracted from
"wait" delay (default 0 - see Notes).
team : set this to team items. Teamed items will respawn randomly after
team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn
freebies.
notfree : when set to 1, entity will not spawn in "Free for
all" and "Tournament" modes.
gametype: gametypes may be ctf, commandpoint, oneflag, obelisk,
harvester (last 3 are Team Arena) and these entities will only spawn in these
gametypes. WFA is considered Q3A CTF and will spawn this by default.
notteam : when set to 1, entity will not spawn in "Teamplay"
and "CTF" modes.