<group name="func_group" color="0 .5 .8">
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
+To select the func_group, either select it from the Entity List window, or select a bruch belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives.
-------- Q3MAP2 KEYS --------
<real key="_lightmapscale" name="_lightmapscale">light map resolution factor</real>
<boolean key="_castshadows" name="_castshadows">Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.</boolean>
<boolean key="_receiveshadows" name="_receiveshadows">Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.</boolean>
<texture key="_celshader" name="_celshader">Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.</texture>
-------- KEYS --------
+<targetname key="targetname" name="targetname">if set, defines the label name for the func_group within the Entity List window.</targetname>
<texture key="_indexmap" name="_indexmap">Path/name for the TGA file used to guide the mapping of textures on the terrain surface.</texture>
<integer key="_layers" name="_layers">number of unique root shaders that will be use on the terrain.</integer>
<texture key="_shader" name="_shader">Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.</texture>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armormega))</real>
-<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormega_max))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armormega_max))</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 --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorbig))</real>
-<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorbig_max))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armorbig_max))</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 --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armormedium_max))</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 --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 200 (g_pickup_armorsmall_max))</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 --------
zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
</point>
+<point name="item_flag_team3" color="1 1 0" box="-32 -32 0 32 32 74">
+CTF flag for team three (Yellow). Use more than one if you really insist.
+-------- KEYS --------
+<model key="model" name="model">model to use</model>
+<real key="scale" name="scale">scaling factor (DO set this when using your own model!)</real>
+<sound key="noise" name="noise">sound played when flag is picked up</sound>
+<sound key="noise1" name="noise1">sound played when flag is returned</sound>
+<sound key="noise2" name="noise2">sound played when flag is captured</sound>
+<sound key="noise3" name="noise3">sound played when flag is lost in the field and respawns itself</sound>
+-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
+zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3"
+</point>
+
+<point name="item_flag_team4" color="1 0 1" box="-32 -32 0 32 32 74">
+CTF flag for team four (Pink). Use more than one if you really insist.
+-------- KEYS --------
+<model key="model" name="model">model to use</model>
+<real key="scale" name="scale">scaling factor (DO set this when using your own model!)</real>
+<sound key="noise" name="noise">sound played when flag is picked up</sound>
+<sound key="noise1" name="noise1">sound played when flag is returned</sound>
+<sound key="noise2" name="noise2">sound played when flag is captured</sound>
+<sound key="noise3" name="noise3">sound played when flag is lost in the field and respawns itself</sound>
+-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
+zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
+</point>
+
<point name="item_health_big" color=".9 .3 .3" box="-30 -30 0 30 30 48">
Big Health (default 50 health points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthbig))</real>
-<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthbig_max))</real>
+<real key="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthbig_max))</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 --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthmedium_max))</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 --------
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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="max_health" name="max_health">max of health it increases to (default: 200 (g_pickup_healthmega_max))</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 --------
Path corner entity that func_train will follow.
All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point)
-------- KEYS --------
-<target key="target" name="target">point to next path_corner in the path.</target>
+<target key="target" name="target">point to next path_corner in the path. If more than one path_corner entity with this targetname exists, a random one is chosen</target>
<target key="target2" name="target2">triggered when a func_train stops at this target</target>
<target key="target3" name="target3">triggered when a func_train stops at this target</target>
<target key="target4" name="target4">triggered when a func_train stops at this target</target>
<real key="wait" name="wait">number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1</real>
</point>
-<point name="runematch_spawn_point" color=".3 .3 1" box="-16 -16 -16 16 16 16">
-Spawn point for runes in a runematch.
-Runematch can work without runes also, it then spawn runes at random safe locations.
-</point>
-
<point name="target_assault_roundend" color="1 0 0" box="-8 -8 -8 8 8 8">
This entity ends the current assault round if triggered or if the timelimit is reached.
Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team.
</point>
<point name="invasion_spawnpoint" color="1 0.5 0" box="-16 -16 -24 16 16 45">
-Monster spawnpoint in Invasion
+Monster spawnpoint for Invasion
-------- KEYS --------
--------- SPAWNFLAGS --------
+<string key="spawnmob" name="spawnmob">name of the monster to be spawned</string>
+<target key="target2" name="target2">spawned monster will follow this target</target>
+<integer key="target_range" name="target_range">maximum targeting range for the spawned monster</integer>
+<integer key="team" name="team">team that the monster will join if teamplay (5 = red, 14 = blue, etc)</integer>
</point>
<group name="trigger_counter" color=".5 .5 .5">
<target key="target" name="target">disable/enable all relays with this targetname when killed</target>
<target key="target2" name="target2">follow this target</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="6">Spawn as mini-boss (slightly more powerful)</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<target key="target" name="target">disable/enable all relays with this targetname when killed</target>
<target key="target2" name="target2">follow this target</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="6">Spawn as mini-boss (slightly more powerful)</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<target key="target" name="target">disable/enable all relays with this targetname when killed</target>
<target key="target2" name="target2">follow this target</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="6">Spawn as mini-boss (slightly more powerful)</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<target key="target" name="target">disable/enable all relays with this targetname when killed</target>
<target key="target2" name="target2">follow this target</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="6">Spawn as mini-boss (slightly more powerful)</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<target key="target" name="target">disable/enable all relays with this targetname when killed</target>
<target key="target2" name="target2">follow this target</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="MONSTERFLAG_MINIBOSS" name="MINIBOSS" bit="6">Spawn as mini-boss (slightly more powerful)</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
</point>
<point name="turret_plasma" color="1 0 0" box="-32 -32 0 32 32 50">
+Basic energy cannon
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
----------NOTES----------
-Basic energy cannon
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="../xonotic-data.pk3dir/models/turrets/radiant/plasma.md3"
</point>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<target key="target" name="target">Defend the position of this entity</target>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
<point name="turret_fusionreactor" color="1 0 0" box="-32 -32 0 32 32 50">
+Supplies nearby energy based turrets with more power so they can fire more often.
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = double ammo carry & regen, 0.5 = half ammo carry & regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- SPAWNFLAGS --------
<flag key="PILLAR" name="PILLAR" bit="1">Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)</flag>
----------NOTES----------
-Supplies neerby energy based turrets with more power so they can fire more often.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="../xonotic-data.pk3dir/models/turrets/radiant/reactor.md3"
</point>
<point name="turret_walker" color="1 0 0" box="-32 -32 0 32 32 50">
+A nasty mechanical critter that will engage longrange targets with missiles, midrange with its minigun and melee things up close and personal.
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
-<integer key="team" name="team">5=red, 14=blue</integer>
------------SPAWNFLAGS-----------
----------NOTES----------
-
-A nasty mechanical critter that will engage longrange target with missiles, midrange with its minigun and melee things up close and personal.
-
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="../xonotic-data.pk3dir/models/turrets/radiant/walker.md3"
</point>
<point name="turret_ewheel" color="1 0 0" box="-32 -32 0 32 32 50">
+Small, agile and moveing turret.
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
-<integer key="team" name="team">5=red, 14=blue</integer>
------------SPAWNFLAGS-----------
----------NOTES----------
-
-Small, agile and moveing turret.
-
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="../xonotic-data.pk3dir/models/turrets/radiant/ewheel.md3"
</point>
<point name="turret_checkpoint" color="1 0 1" box="-32 -32 -32 32 32 32">
+Checkpoint that units can patrol to
-----------KEYS------------
<target key="target" name="target">targetname of next wapoint in chain.</target>
<real key="wait" name="wait">Pause at this point # seconds.</real>
------------SPAWNFLAGS-----------
-
---------NOTES----------
-If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
-If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
+If a loop of targets is formed, any unit entering this loop will patrol it indefinitly.
+If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached.
</point>
+
<point name="vehicle_racer" color="0 0 1" box="-48 -48 0 48 48 32">
Fast moving hover type vehicle, with low shield & health.
Primary weapon is a rapid fire energy cannon, secondary lockable rockets.
-------- KEYS --------
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/vehicles-static/wakazachi.md3"
</point>
A slow moving 6 legged mech type vehicle that has plenty of health and shield.
Primary weapon is twin miniguns, secondary eight rockets that can be guided by the pilot.
-------- KEYS --------
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/vehicles-static/spiderbot.md3"
</point>
Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time.
Secondary is a pair of very powerful clusterbombs.
-------- KEYS --------
-<integer key="team" name="team">5=red, 14=blue</integer>
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/vehicles-static/raptor.md3"
</point>
+
+<point name="vehicle_bumblebee" color="0 0 1" box="-48 -48 0 48 48 32">
+The bumblebee is a slow flying healer with 2 gunner slots.
+Its main weapon is a healing ray that can heal teammates and their vehicles.
+Secondary matches primary, but the vehicle can hold 2 extra players who act as gunners with the side cannons.
+-------- KEYS --------
+<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
+</point>
</classes>