<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>
+<sound key="noise1" name="noise1">sound to play while alive (either plays at spawn only, or can be a looping sound file)</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>
<flag key="DOOR_DONT_LINK" name="DOOR_DONT_LINK" bit="2">the door won't link with another door it touches</flag>
<flag key="TOGGLE" name="TOGGLE" bit="5">causes the door to wait in both the start and end states for a trigger event.</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>
+<flag key="X_AXIS" name="X_AXIS" bit="6">rotate around the X axis</flag>
+<flag key="Y_AXIS" name="Y_AXIS" bit="7">rotate around the Y axis</flag>
</group>
<group name="func_door_secret" color="0 .5 .8">
<real key="restriction" name="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)</real>
</point>
-<point name="item_armor_large" color=".4 .8 .4" box="-30 -30 0 30 30 32">
+<point name="item_armor_mega" color=".4 .8 .4" box="-30 -30 0 30 30 32">
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>
+<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armormega))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormega_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>
<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="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>
+<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorbig))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorbig_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>
<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 --------
zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
</point>
-<point name="item_health_large" color=".9 .3 .3" box="-30 -30 0 30 30 48">
-Large Health (default 50 health points)
+<point name="item_health_big" color=".9 .3 .3" box="-30 -30 0 30 30 48">
+Big 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>
+<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthbig))</real>
+<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthbig_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>
<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 --------
<point name="item_key" color="0 .5 .8" box="-16 -16 -24 16 16 32">
A key entity.
The itemkeys should contain one of the following key IDs:
-1 - GOLD key -
+1 - GOLD key -
2 - SILVER key
4 - BRONZE key
8 - RED keycard
</point>
<point name="misc_gamemodel" color="0 .5 .8" box="-8 -8 -8 8 8 8">
+NOTE: usually misc_clientmodel will predict better and have more fps!
+Use this only if you need to.
A way to load models from a map by the engine (e.g. self-animated zym models).
Is non-solid by default.
The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity!
<group name="worldspawn" color="0 0 0">
The world.
If you see this, the currently selected brush is not of an entity.
--------- KEYS --------
+-------- KEYS --------
<string key="fog" name="fog">fog parameters of the map (density red green blue alpha mindist maxdist maxheight fade-height); works just like the "fog" console command</string>
<string key="author" name="author">name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present.</string>
<string key="message" name="message">text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present.</string>
You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it).
-------- KEYS --------
<targetname key="targetname" name="targetname">used to trigger this</targetname>
-<string key="netname" name="netname">space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen"</string>
+<string key="netname" name="netname">space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen")</string>
<string key="message" name="message">message to print</string>
<real key="ammo_shells" name="ammo_shells">amount of shells</real>
<real key="ammo_nails" name="ammo_nails">amount of bullets</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>
+<sound key="noise1" name="noise1">sound to play while alive (either plays at spawn only, or can be a looping sound file)</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>
<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>
+<sound key="noise1" name="noise1">sound to play while alive (either plays at spawn only, or can be a looping sound file)</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>
</point>
<point name="turret_hellion" color="1 0 0" box="-32 -32 0 32 32 50">
-2 guided moderate damage accelerating rockets
+2 guided moderate damage accelerating rockets
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>