<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armorlarge))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorlarge))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 25 (g_pickup_armormedium))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormedium_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 5 (g_pickup_armorsmall))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorsmall_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">bullets gained by this item (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">cells gained by this item (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthlarge))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthlarge_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="health" name="health">amount of health it gives (default: 25 (g_pickup_healthmedium))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthmedium_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="health" name="health">amount of health it gives (default: 100 (g_pickup_healthmega))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthmega_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="health" name="health">amount of health it gives (default: 5 (g_pickup_healthsmall))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 5 (g_pickup_healthsmall_max))</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 45)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">rockets gained by this item (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">shells gained by this item (if unset, g_pickup_shells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with colormod</real>
<real key="scale" name="scale">scales the beam thickness (default 1)</real>
<real key="modelscale" name="modelscale">scales the dynamic light radius at the endpoint (default 1, -1 to turn off)</real>
-<real key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</real>
+<integer key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</integer>
-------- SPAWNFLAGS --------
<flag key="START_ON" name="START_ON" bit="0">when targeted, the laser will start switched on</flag>
<flag key="FINITE" name="FINITE" bit="1">the laser does not extend over its target like light would do, but stops there (takes more bandwidth)</flag>
onslaught_link entities can target this.
-------- KEYS --------
-<real key="team" name="team">team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.</real>
+<integer key="team" name="team">team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.</integer>
<targetname key="targetname" name="targetname">name that onslaught_link entities will use to target this.</targetname>
</point>
Sound generating entity that plays sound files.
If targeted, it plays the sound file every time when triggered.
If not targeted, it loops the sound file as an ambient noise.
+The sound name may also be of the form *soundname, and in that case the respective player sound is played
-------- KEYS --------
<sound key="noise" name="noise">path/name of .wav/.ogg file to play</sound>
<targetname key="targetname" name="targetname">the activating button or trigger points to this.</targetname>
<real key="atten" name="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)</real>
<real key="volume" name="volume">volume of the sound</real>
+-------- SPAWNFLAGS --------
+<flag key="LOOPED_ON" name="LOOPED_ON" bit="0">the sound is looped and initially plays (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger.</flag>
+<flag key="LOOPED_OFF" name="LOOPED_OFF" bit="1">the sound is looped and initially does not play (the sound file MUST have the LOOP_START vorbis comment then!). It can be toggled by a trigger.</flag>
+<flag key="GLOBAL" name="GLOBAL" bit="2">the sound plays with no attenuation (same as setting atten to -1)</flag>
+<flag key="ACTIVATOR" name="ACTIVATOR" bit="3">the sound is played to the activator only when triggered (cannot be combined with LOOPED_ON and LOOPED_OFF)</flag>
</point>
<group name="trigger_counter" color=".5 .5 .5">
<real key="dmg" name="dmg">amount of damage to deal (default: 1000)</real>
<string key="message" name="message">kill message when someone gets killed by this (default: "was in the wrong place")</string>
<string key="message2" name="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)</string>
-<real key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</real>
+<integer key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</integer>
+<targetname key="targetname" name="targetname">if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe)</targetname>
-------- SPAWNFLAGS --------
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns this will NOT jump when touching this</flag>
</group>
<real key="delay" name="delay">delay the triggering by the given time</real>
<string key="message" name="message">print this message to the player who activated the trigger</string>
<target key="killtarget" name="killtarget">remove all entities with this targetname when triggered</target>
+<integer key="team" name="team">team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)</integer>
-------- SPAWNFLAGS --------
<flag key="NOTOUCH" name="NOTOUCH" bit="0">the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)</flag>
<flag key="ALLENTS" name="ALLENTS" bit="1">the trigger responds to all entities, not just players (useful for targetting trigger_items)</flag>
+<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the trigger will NOT trigger when touching this</flag>
<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
</group>
<real3 key="movedir" name="movedir">when target is not set, direction vector to push to</real3>
<real key="speed" name="speed">speed of jump pad (default: 1000)</real>
<sound key="noise" name="noise">sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent</sound>
-<real key="team" name="team">team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport)</real>
+<integer key="team" name="team">team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport)</integer>
<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the teleporter will NOT jump when touching this</flag>
<target key="target2" name="target2">target to activate when the teleporter is used</target>
<target key="target3" name="target3">target to activate when the teleporter is used</target>
<target key="target4" name="target4">target to activate when the teleporter is used</target>
-<real key="team" name="team">team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)</real>
+<integer key="team" name="team">team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)</integer>
<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the teleporter will NOT teleport when touching this</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
in your mapinfo file, everyone will already spawn with one, making this pickup useless.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">initial shells of the weapon (if unset, g_pickup_shells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
modeldisabled="models/weapons/g_hlac.md3"
</point>
+<point name="weapon_minelayer" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Mine Layer.
+-------- KEYS --------
+<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
+<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/weapons/g_minelayer.md3"
+</point>
+
<point name="weapon_seeker" color="1 0 .5" box="-30 -30 0 30 30 32">
Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise.
the T.A.G. Seeker.
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
</group>
-<point name="weapon_campingrifle" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Camping Rifle.
+<point name="weapon_sniperrifle" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Sniper Rifle.
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
<real key="delay" name="delay">delay the triggering by the given time</real>
<string key="message" name="message">print this message to the player who activated the trigger</string>
<target key="killtarget" name="killtarget">remove all entities with this targetname when triggered</target>
-<real key="team" name="team">5 for red, 14 for blue, 13 for yellow, 10 for pink team</real>
+<integer key="team" name="team">5 for red, 14 for blue, 13 for yellow, 10 for pink team</integer>
-------- SPAWNFLAGS --------
<flag key="NOTEAM_TOO" name="NOTEAM_TOO" bit="0">also relay events if the activator has no team set</flag>
<flag key="INVERT" name="INVERT" bit="1">only relay the event if this entity has the matching team</flag>
-------- KEYS --------
<real key="ammo_fuel" name="ammo_fuel">fuel units gained by this item (if unset, g_pickup_fuel is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
Fuel regenerator
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_fuel" name="ammo_fuel">fuel units gained by this item (if unset, g_pickup_fuel_jetpack is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
-<real key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</real>
+<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>