Large 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>
<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armorlarge))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_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>
Big Armor (default 50 armor 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="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorlarge))</real>
<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_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>
Medium Armor (default 25 armor 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="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>
<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>
Small Armor (default 5 armor points)
-------- KEYS --------
<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>
<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>
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">bullets gained by this item (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">cells gained by this item (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
Large 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_healthlarge))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthlarge_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>
Medium Health (default 25 health points)
-------- KEYS --------
<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>
<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>
In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- 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>
<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>
<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>
Small Health (default 5 health points)
-------- KEYS --------
<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: 5 (g_pickup_healthsmall))</real>
<real key="max_health" name="max_health">max of health it increases to (default: 5 (g_pickup_healthsmall_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>
In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 45)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">rockets gained by this item (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">shells gained by this item (if unset, g_pickup_shells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
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 key="model" name="model">file name of model to include</model>
-<real key="_frame" name="_frame">frame of model to include</real>
+<integer key="_frame" name="_frame">frame of model to include</integer>
+<integer key="_skin" name="_skin">skin of model to include</integer>
<array key="_remap" name="_remap">string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc.</array>
<direction key="angle" name="angle">view direction of the model</direction>
<angles key="angles" name="angles">view direction of the model in PITCH YAW ROLL</angles>
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="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>
<targetname key="targetname" name="targetname">the train following the path or the previous path_corner in the path points to this.</targetname>
<real key="speed" name="speed">speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.</real>
<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>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
in your mapinfo file, everyone will already spawn with one, making this pickup useless.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_shells" name="ammo_shells">initial shells of the weapon (if unset, g_pickup_shells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
<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.
+Once all health is consumed it'll disappear and trigger the targeted entity/entities.
+When triggered, it resets to full health, and unbreaks.
+-------- KEYS --------
+<model key="model" name="model">file name of model to include</model>
+<real key="health" name="health">The damage this trigger can take</real>
+<target key="target" name="target">The entity/entities to be triggered once this entity gets invisible</target>
+<targetname key="targetname" name="targetname">The name other entities can use to target this entity</targetname>
+<string key="mdl" name="mdl">particle effect name to show when destroyed</string>
+<real key="count" name="count">particle effect multiplier</real>
+<string key="mdl_dead" name="mdl_dead">optional replacement model to show when destroyed</string>
+<string key="debris" name="debris">names of debris models to show when destroyed, separated by spaces</string>
+<sound key="noise" name="noise">sound to play when destroyed</sound>
+<real key="dmg" name="dmg">damage to deal to the environment when destroyed</real>
+<real key="dmg_edge" name="dmg_edge">edge damage to deal to the environment when destroyed</real>
+<real key="dmg_radius" name="dmg_radius">damage radius</real>
+<real key="dmg_force" name="dmg_force">damage force</real>
+<string key="message" name="message">death message when a player gets hit by the explosion</string>
+<string key="message2" name="message2">death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
+<real key="debrismovetype" name="debrismovetype">way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE</real>
+<real key="debrissolid" name="debrissolid">solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE</real>
+<real3 key="debrisvelocity" name="debrisvelocity">initial velocity vector of the debris (static part)</real3>
+<real3 key="debrisvelocityjitter" name="debrisvelocityjitter">initial velocity vector of the debris (random part)</real3>
+<real3 key="debrisavelocityjitter" name="debrisavelocityjitter">initial angular velocity vector of the debris (random part)</real3>
+<real key="debristime" name="debristime">time till the debris fades (average)</real>
+<real key="debristimejitter" name="debristimejitter">time till the debris fades (random part)</real>
+<real key="debrisfadetime" name="debrisfadetime">how long debris takes to fade</real>
+<real key="debrisdamageforcescale" name="debrisdamageforcescale">how much debris is affected by damage force (e.g. explosions)</real>
+<real key="debrisskin" name="debrisskin">skin number of debris</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: no auto respawn)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
+-------- 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>
+
<group name="func_breakable" color="1 0 0">
This is a brush model which can be damaged.
Once all health is consumed it'll disappear and trigger the targeted entity/entities.
<real key="debrisfadetime" name="debrisfadetime">how long debris takes to fade</real>
<real key="debrisdamageforcescale" name="debrisdamageforcescale">how much debris is affected by damage force (e.g. explosions)</real>
<real key="debrisskin" name="debrisskin">skin number of debris</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: no auto respawn)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
-------- 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>
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
</group>
-<point name="weapon_sniperrifle" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_rifle" color="1 0 .5" box="-30 -30 0 30 30 32">
the Sniper Rifle.
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_fuel" name="ammo_fuel">fuel units gained by this item (if unset, g_pickup_fuel is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
Fuel regenerator
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_fuel" name="ammo_fuel">fuel units gained by this item (if unset, g_pickup_fuel_jetpack is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 120)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
+<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</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 --------