</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.