<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>
<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 --------
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button