_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
_clonename: template name so one can clone from it
-min: override automatically found minimum coordinate bounds
-max: override automatically found maximum coordinate bounds
+mins: override automatically found minimum coordinate bounds
+maxs: override automatically found maximum coordinate bounds
targetname: if targeted by a misc_model, its brushes get inserted into this
_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/
_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
_clonename: template name so one can clone from it
-min: override automatically found minimum coordinate bounds
-max: override automatically found maximum coordinate bounds
+mins: override automatically found minimum coordinate bounds
+maxs: override automatically found maximum coordinate bounds
targetname: if targeted by a misc_model, its brushes get inserted into this
_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/
_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
_clonename: template name so one can clone from it
-min: override automatically found minimum coordinate bounds
-max: override automatically found maximum coordinate bounds
+mins: override automatically found minimum coordinate bounds
+maxs: override automatically found maximum coordinate bounds
targetname: if targeted by a misc_model, its brushes get inserted into this
_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/
_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
_clonename: template name so one can clone from it
-min: override automatically found minimum coordinate bounds
-max: override automatically found maximum coordinate bounds
+mins: override automatically found minimum coordinate bounds
+maxs: override automatically found maximum coordinate bounds
targetname: if targeted by a misc_model, its brushes get inserted into this
_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/
killtarget: remove all entities with this targetname when triggered
*/
+/*QUAKED trigger_secret (.5 .5 .5) ?
+Variable sized secret trigger. Can be targeted at one or more entities.
+Basically, it's a trigger_once that additionally updates the number of secrets found.
+-------- KEYS --------
+sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (default: 1)
+noise: path to sound file, if you want to play something else
+target: trigger all entities with this targetname when triggered
+message: print this message to the player who activated the trigger instead of the standard 'You found a secret!'
+killtarget: remove all entities with this targetname when triggered
+-------- NOTES --------
+You should create a common/trigger textured brush covering the entrance to a secret room/area.
+Trigger secret can only be trigger by a player's touch and can not be a target itself.
+*/
+
/*QUAKED trigger_swamp (.5 .5 .5) ?
Players getting into the swamp will get slowed down and damaged
-------- KEYS --------
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
+/*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 TUBA
Triggers targets when a given magic word has been said
-------- KEYS --------
message: message to wait for (can start or end with * for wildcards)
target3: all entities with a matching targetname will be triggered.
target4: all entities with a matching targetname will be triggered.
target_random: instead of triggering ALL matched entities, trigger ONE of them by random
+movedir: if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match.
-------- SPAWNFLAGS --------
IGNORE_SAY: do not respond to "say" messages
IGNORE_TEAMSAY: do not respond to "say_team" messages
REPLACE_OUTSIDE: also perform the replacement when outside the radius (to hide the "secret word")
CONTINUE: even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters)
NODECOLORIZE: do not decolorize the input string before matching
+TUBA: the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun.
+TUBA_EXACTPITCH: the note pitch must be accurate and cannot be transposed
*/
/*QUAKED weapon_fireball (1 0 .5) (-30 -30 0) (30 30 32) FLOATING