<color key="beam_color" name="beam_color">color of the laser beam (default: red, that is, 1 0 0)</color>
<real key="dmg" name="dmg">damage inflicted by the beam per second, or -1 for an instant-death ray</real>
<targetname key="targetname" name="targetname">name to target this (then its state is toggled)</targetname>
-<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with colormod</real>
+<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with beam_color</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>
<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="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">
Acts as an intermediary for an action that takes multiple inputs.
-After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
+After the counter has been triggered "count" times, it will fire all of its targets.
-------- KEYS --------
<real key="count" name="count">how many times this needs to be triggered to activate its targets</real>
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<target key="killtarget" name="killtarget">remove all entities with this targetname when triggered</target>
-------- SPAWNFLAGS --------
<flag key="NOMESSAGE" name="NOMESSAGE" bit="0">don't print a "2 more to go..."-like message when triggered</flag>
+<flag key="FIRE_AT_COUNT" name="FIRE_AT_COUNT" bit="2">fire at every count (behaves like trigger_multiple with limited shots)</flag>
</group>
<point name="trigger_delay" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
<target key="target" name="target">"wind field": points to the target_position to which the player will get pushed.</target>
<real key="strength" name="strength">"wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.</real>
<real key="falloff" name="falloff">"gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)</real>
+-------- SPAWNFLAGS --------
+<flag key="DIRECTIONAL_SPEEDTARGET" name="DIRECTIONAL_SPEEDTARGET" bit="6">treat strength as a target value for speed in the desired direction (directional mode only)</flag>
</group>
<group name="trigger_keylock" color=".0 .5 .8">
<group name="trigger_heal" color=".5 .5 .5">
Any object touching this will be healed.
-------- KEYS --------
-<real key="health" name="health">health to give per second (default 10)</real>
+<real key="health" name="health">health to give per heal (default 10)</real>
<real key="max_health" name="max_health">max health this trigger will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
</group>
+<point name="target_heal" color=".5 .5 .5">
+Target version of trigger_heal. Heals the activator.
+-------- KEYS --------
+<real key="health" name="health">health to give per heal (default 10)</real>
+<real key="max_health" name="max_health">max health this target will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
+<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
+</point>
+
<point name="weapon_rifle" color="1 0 .5" box="-30 -30 0 30 30 32">
the Sniper Rifle.
-------- KEYS --------
An area where gravity differs from the rest of the map.
This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity.
-------- KEYS --------
-<real key="gravity" name="gravity">gravity offset in this area, defaults to 0 if not set</real>
+<real key="gravity" name="gravity">gravity multiplier in this area, defaults to 0 if not set</real>
<sound key="noise" name="noise">sound to play when an entity enters the gravity zone, leave empty to disable</sound>
-<targetname key="targetname" name="targetname">you can use this to target the gravity zone with a trigger, which will toggle it when activated</targetname>
+<targetname key="targetname" name="targetname">you can use this to target the gravity zone with a relay to (de)activate the gravity multiplier</targetname>
-------- SPAWNFLAGS --------
<flag key="STICKY" name="STICKY" bit="0">entities keep their gravity after leaving the gravity zone</flag>
-<flag key="START_OFF" name="START_OFF" bit="1">when targeted, the gravity zone starts off and is enabled upon triggering</flag>
+<flag key="START_OFF" name="START_OFF" bit="1">when targeted, the gravity zone starts disabled</flag>
</group>
<point name="relay_activate" color="0 1 0" box="-8 -8 -8 8 8 8">
Activates all targets
List of currently supported target ents:
trigger_conveyor
+trigger_gravity
trigger_hurt
trigger_heal
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
Deactivates all targets
List of currently supported target ents:
trigger_conveyor
+trigger_gravity
trigger_hurt
trigger_heal
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
Toggles all targets de/active
List of currently supported target ents:
trigger_conveyor
+trigger_gravity
trigger_hurt
trigger_heal
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button