falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
*/
-/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS - - - - - - NOSPLASH
+/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS INVERT_TEAM - - - - - NOSPLASH
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.
-------- KEYS --------
health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
delay: delay the triggering by the given time
message: print this message to the player who activated the trigger
killtarget: remove all entities with this targetname when triggered
+team: team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)
-------- SPAWNFLAGS --------
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)
ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
+INVERT_TEAM: the team that owns the trigger will NOT trigger when touching this
NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
*/
noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound
*/
-/*QUAKED weapon_campingrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-the Camping Rifle.
+/*QUAKED weapon_sniperrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Sniper Rifle.
-------- KEYS --------
ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
respawntime: time till it respawns (default: 30)