The projection is a linear projection, and originates from the center of this entity (the start of the arrow line in Radiant) to the origin of the targeted entity (the end of the arrow line in Radiant).
</group>
-<point name="dom_controlpoint" color=".3 .3 1" box="-16 -16 -16 16 16 16">
+<point name="dom_controlpoint" color=".3 .3 1" box="-48 -48 -32 48 48 32">
Domination control point
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).
-------- KEYS --------
</point>
<point name="item_armor_mega" color=".4 .8 .4" box="-30 -30 0 30 30 70">
-Large Armor (default 100 armor points)
+Mega Armor (default 100 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
modeldisabled="models/items/g_a50.md3"
</point>
-<point name="item_armor_medium" color=".4 .8 .4" box="-16 -16 0 16 16 48">
+<point name="item_armor_medium" color=".4 .8 .4" box="-30 -30 0 30 30 48">
Medium Armor (default 25 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
modeldisabled="models/items/g_armormedium.md3"
</point>
-<point name="item_armor_small" color=".4 .8 .4" box="-16 -16 0 16 16 48">
+<point name="item_armor_small" color=".4 .8 .4" box="-30 -30 0 30 30 48">
Small Armor (default 5 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h50.md3"
</point>
-<point name="item_health_medium" color=".9 .3 .3" box="-16 -16 0 16 16 48">
+<point name="item_health_medium" color=".9 .3 .3" box="-30 -30 0 30 30 48">
Medium Health (default 25 health points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h100.md3"
</point>
-<point name="item_health_small" color=".9 .3 .3" box="-16 -16 0 16 16 48">
+<point name="item_health_small" color=".9 .3 .3" box="-30 -30 0 30 30 48">
Small Health (default 5 health points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
<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">
+<point name="trigger_counter" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
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.
-------- KEYS --------
-------- 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>
<point name="trigger_delay" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay).
<flag key="ONLOAD" name="ONLOAD" bit="1">create a first entity on map load</flag>
</point>
-<group name="misc_breakablemodel" color="1 0 0">
-This is a model which can be damaged.
+<point name="misc_breakablemodel" color="1 0 0" box="-8 -8 -8 8 8 8">
+This is a model which can be damaged (the model is used for collisions in-game, not the bbox).
Once all health is consumed it'll disappear and trigger the targeted entity/entities.
When triggered, it resets to full health, and unbreaks.
-------- KEYS --------
-------- SPAWNFLAGS --------
<flag key="DISABLED" name="DISABLED" bit="0">do not allow damaging this until it is first activated</flag>
<flag key="INDICATE" name="INDICATE" bit="1">indicate amount of damage already taken by coloring</flag>
-<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
-</group>
+<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage has no effect, only direct damage has (requires health to be set)</flag>
+</point>
<group name="func_breakable" color="1 0 0">
This is a brush model which can be damaged.