/*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16)
Domination team.
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
+
+dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
+
+model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink".
-------- KEYS --------
netname: name of team (Red Team). Set to "" or don't define for the required blank team.
-cnt: color of the team. See the "Helpful Extras" section for info.
+cnt: color of the team. See the "Helpful Extras" section in Docs/mapping.txt for info.
model: When this team captures control points, the points turn to this model. If this is the neutral team, points start out as this model.
noise: Sound to be played on the control point when it's captured. Only players nearby will hear it.
noise1: Sound to be played to all players when the control point is captured. Also good for an announcer voice ("Red Team has captured a control point")
-------- 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 --------
-model="models/items/g_a25.md3"
+modeldisabled="models/items/g_a25.md3"
*/
/*QUAKED item_armor_big (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/g_a50.md3"
+modeldisabled="models/items/g_a50.md3"
*/
/*QUAKED item_armor_medium (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/g_armormedium.md3"
+modeldisabled="models/items/g_armormedium.md3"
*/
/*QUAKED item_armor_small (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/g_a1.md3"
+modeldisabled="models/items/g_a1.md3"
*/
/*QUAKED item_bullets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/a_bullets.md3"
+modeldisabled="models/items/a_bullets.md3"
*/
/*QUAKED item_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/a_cells.md3"
+modeldisabled="models/items/a_cells.md3"
*/
/*QUAKED item_flag_team1 (1 0 0) (-32 -32 0) (32 32 74)
-------- 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 --------
-model="models/items/g_h50.md3"
+modeldisabled="models/items/g_h50.md3"
*/
/*QUAKED item_health_medium (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_h25.md3"
+modeldisabled="models/items/g_h25.md3"
*/
/*QUAKED item_health_mega (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_h100.md3"
+modeldisabled="models/items/g_h100.md3"
*/
/*QUAKED item_health_small (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_h1.md3"
+modeldisabled="models/items/g_h1.md3"
*/
/*QUAKED item_invincible (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_invincible.md3"
+modeldisabled="models/items/g_invincible.md3"
*/
/*QUAKED item_minst_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/a_cells.md3"
+modeldisabled="models/items/a_cells.md3"
*/
/*QUAKED item_rockets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/a_rockets.md3"
+modeldisabled="models/items/a_rockets.md3"
*/
/*QUAKED item_shells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/items/a_shells.md3"
+modeldisabled="models/items/a_shells.md3"
*/
/*QUAKED item_strength (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_strength.md3"
+modeldisabled="models/items/g_strength.md3"
*/
/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE - - NOGRIDLIGHT
When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
*/
-/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA
+/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID FORCE_META EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA DONT_FIX_NORMALS
Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported.
-------- Q3MAP2 KEYS --------
model: file name of model to include
_celshader: the cel shader for this
-------- SPAWNFLAGS --------
SOLID: make the model solid
+FORCE_META: force the model to go through the -meta pipeline and enable lightmapping
EXTRUDE_NORMALS: for converting triangles to clip brushes, extrude along the model normals (by default, extrusion happens in a coordinate axis direction that is decided per triangle)
EXTRUDE_TERRAIN: always extrude downwards (for terrain)
COLOR_TO_ALPHA: use the color value as alpha (for terrain blending)
+DONT_FIX_NORMALS: do not regenerate normals
*/
/*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
-------- KEYS --------
targetname: make the trigger_teleporter point to this.
target: target to activate when a teleporter targeting this is used
+target2: target to activate when a teleporter targeting this is used
+target3: target to activate when a teleporter targeting this is used
+target4: target to activate when a teleporter targeting this is used
angle: direction in which player will look when teleported, OR use
angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest
Note that in Xonotic, teleporters preserve momentum of the player using them.
-------- KEYS --------
target: this must point to a misc_teleporter_dest entity. If it points to more than one, a destination is randomly selected on teleport.
+target2: target to activate when the teleporter is used
+target3: target to activate when the teleporter is used
+target4: target to activate when the teleporter is used
team: team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)
targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
-------- SPAWNFLAGS --------
-------- 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 --------
-model="models/weapons/g_crylink.md3"
+modeldisabled="models/weapons/g_crylink.md3"
*/
/*QUAKED weapon_electro (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_electro.md3"
+modeldisabled="models/weapons/g_electro.md3"
*/
/*QUAKED weapon_grenadelauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_gl.md3"
+modeldisabled="models/weapons/g_gl.md3"
*/
/*QUAKED weapon_hagar (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_hagar.md3"
+modeldisabled="models/weapons/g_hagar.md3"
*/
/*QUAKED weapon_laser (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_laser.md3"
+modeldisabled="models/weapons/g_laser.md3"
*/
/*QUAKED weapon_nex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_nex.md3"
+modeldisabled="models/weapons/g_nex.md3"
*/
/*QUAKED weapon_rocketlauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_rl.md3"
+modeldisabled="models/weapons/g_rl.md3"
*/
/*QUAKED weapon_shotgun (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_shotgun.md3"
+modeldisabled="models/weapons/g_shotgun.md3"
*/
/*QUAKED weapon_uzi (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_uzi.md3"
+modeldisabled="models/weapons/g_uzi.md3"
*/
/*QUAKED worldspawn (0 0 0) ?
restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
*/
-/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE
+/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE VISCULLING
A brush that emits particles.
-------- KEYS --------
mdl: particle effect name from effectinfo.txt
-------- SPAWNFLAGS --------
START_ON: when targeted, the particle emitter will start switched on
IMPULSE: only send the full amount of impulse particles when the entity is triggered
+VISCULLING: only emit particles if the emitter brush is in the current PVS
-------- NOTES --------
Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
-------- 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 --------
-model="models/weapons/g_minstanex.md3"
+modeldisabled="models/weapons/g_minstanex.md3"
*/
/*QUAKED weapon_porto (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_porto.md3"
+modeldisabled="models/weapons/g_porto.md3"
*/
/*QUAKED target_items (0 0 1) (-8 -8 -8) (8 8 8) AND OR ANDNOT
-------- 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 --------
-model="models/weapons/g_hlac.md3"
+modeldisabled="models/weapons/g_hlac.md3"
*/
/*QUAKED weapon_seeker (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_seeker.md3"
+modeldisabled="models/weapons/g_seeker.md3"
*/
/*QUAKED weapon_hook (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
-------- 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 --------
-model="models/weapons/g_hookgun.md3"
+modeldisabled="models/weapons/g_hookgun.md3"
*/
/*QUAKED trigger_heal (.5 .5 .5) ?
-------- 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 --------
-model="models/weapons/g_campingrifle.md3"
+modeldisabled="models/weapons/g_campingrifle.md3"
*/
/*QUAKED func_fourier (0 .5 .8) ?
-------- 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 --------
-model="models/items/g_fuel.md3"
+modeldisabled="models/items/g_fuel.md3"
*/
/*QUAKED item_fuel_regen (1 .3 1) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_fuelregen.md3"
+modeldisabled="models/items/g_fuelregen.md3"
*/
/*QUAKED item_jetpack (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
-------- 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 --------
-model="models/items/g_jetpack.md3"
+modeldisabled="models/items/g_jetpack.md3"
*/
/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE
-------- 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 --------
-model="models/weapons/g_fireball.md3"
+modeldisabled="models/weapons/g_fireball.md3"
*/
/*QUAKED trigger_warpzone (1 .5 1) ?
A warp zone, i.e. seamlessly connecting two parts of the map.
-One surface of this entity must have the common/warpzone shader - this will be the warp plane - the others should be common/trigger.
+One surface of this entity must have the common/warpzone shader (or a similar selfmade shader) - this will be the warp plane - the others must be common/trigger.
Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface.
Should target a target_position, or be targeted by a misc_warpzone_position.
Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker.
-------- KEYS --------
target: must point to another trigger_warpzone, or...
+target2: is triggered when a player ENTERS the warpzone (and warps away)
+target3: is triggered when a player LEAVES the warpzone (from the other warp zone to this one)
+target4: is triggered in both cases
targetname: must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or...
killtarget: should point to a target_position entity, or
*/