When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
*/
-/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA
+/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID FORCE_META EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA DONT_FIX_NORMALS
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.
-------- Q3MAP2 KEYS --------
model: file name of model to include
_celshader: the cel shader for this
-------- SPAWNFLAGS --------
SOLID: make the model solid
+FORCE_META: force the model to go through the -meta pipeline and enable lightmapping
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)
EXTRUDE_TERRAIN: always extrude downwards (for terrain)
COLOR_TO_ALPHA: use the color value as alpha (for terrain blending)
+DONT_FIX_NORMALS: do not regenerate normals
*/
/*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
*/
-/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE
+/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE VISCULLING
A brush that emits particles.
-------- KEYS --------
mdl: particle effect name from effectinfo.txt
-------- SPAWNFLAGS --------
START_ON: when targeted, the particle emitter will start switched on
IMPULSE: only send the full amount of impulse particles when the entity is triggered
+VISCULLING: only emit particles if the emitter brush is in the current PVS
-------- NOTES --------
Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
/*QUAKED trigger_warpzone (1 .5 1) ?
A warp zone, i.e. seamlessly connecting two parts of the map.
-One surface of this entity must have the common/warpzone shader - this will be the warp plane - the others should be common/trigger.
+One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger.
Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface.
Should target a target_position, or be targeted by a misc_warpzone_position.
Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker.