target3: all entities with a matching targetname will be triggered.
target4: all entities with a matching targetname will be triggered.
speed: speed of button's displacement (default 40).
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: number of seconds button stays pressed (default 1, -1 = return immediately).
lip: lip remaining at end of move (default 4 units).
health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
health: if set, door must be shot open
speed: movement speed (100 default)
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: wait before returning (3 default, -1 = never return)
lip: lip remaining at end of move (8 default)
dmg: damage to inflict when blocked (when triggered and someone is in the way)
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
-------- KEYS --------
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: # of seconds before coming back
key1: first entity key with one-line description
key2: second entity key with one-line description
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off.
-------- KEYS --------
speed: determines how fast the plat moves (default 150).
+platmovetype: movement type (1 = linear, 2 = cosine [default])
lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
height: if set, this will determine the total amount of vertical travel of the plat.
dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
-------- KEYS --------
speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)
+platmovetype: movement type (1 = linear, 2 = cosine [default])
target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
noise: path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
dmg: damage a player who gets crushed by it receives
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: point to next path_corner in the path.
+target2: triggered when a func_train starts moving towards this target
+target3: triggered when a func_train starts moving towards this target
+target4: triggered when a func_train starts moving towards this target
targetname: the train following the path or the previous path_corner in the path points to this.
speed: speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.
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
message: kill message when someone gets killed by this (default: "was in the wrong place")
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)
team: team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)
+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)
-------- SPAWNFLAGS --------
INVERT_TEAM: the team that owns this will NOT jump when touching this
*/
falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
*/
-/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS - - - - - - NOSPLASH
+/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS INVERT_TEAM - - - - - NOSPLASH
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
-------- KEYS --------
health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
delay: delay the triggering by the given time
message: print this message to the player who activated the trigger
killtarget: remove all entities with this targetname when triggered
+team: team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)
-------- SPAWNFLAGS --------
NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
+INVERT_TEAM: the team that owns the trigger will NOT trigger when touching this
NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
*/
modeldisabled="models/weapons/g_hlac.md3"
*/
+/*QUAKED weapon_minelayer (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Mine Layer.
+-------- KEYS --------
+ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/weapons/g_minelayer.md3"
+*/
+
/*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
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.
noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound
*/
-/*QUAKED weapon_campingrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-the Camping Rifle.
+/*QUAKED weapon_sniperrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Sniper Rifle.
-------- KEYS --------
ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
respawntime: time till it respawns (default: 30)