<target key="target3" name="target3">all entities with a matching targetname will be triggered.</target>
<target key="target4" name="target4">all entities with a matching targetname will be triggered.</target>
<real key="speed" name="speed">speed of button's displacement (default 40).</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait">number of seconds button stays pressed (default 1, -1 = return immediately).</real>
<real key="lip" name="lip">lip remaining at end of move (default 4 units).</real>
<real key="health" name="health">(default 0) if set to any non-zero value, the button must take damage (any amount) to activate.</real>
<targetname key="targetname" name="targetname">if set, no touch field will be spawned and a remote button or trigger field activates the door.</targetname>
<real key="health" name="health">if set, door must be shot open</real>
<real key="speed" name="speed">movement speed (100 default)</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait">wait before returning (3 default, -1 = never return)</real>
<real key="lip" name="lip">lip remaining at end of move (8 default)</real>
<real key="dmg" name="dmg">damage to inflict when blocked (when triggered and someone is in the way)</real>
<group name="func_door_secret" color="0 .5 .8">
Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
-------- KEYS --------
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait"># of seconds before coming back</real>
<string key="key1" name="key1">first entity key with one-line description</string>
<string key="key2" name="key2">second entity key with one-line description</string>
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off.
-------- KEYS --------
<real key="speed" name="speed">determines how fast the plat moves (default 150).</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="lip" name="lip">lip remaining at end of move (default 16). Has no effect if "height" is set.</real>
<real key="height" name="height">if set, this will determine the total amount of vertical travel of the plat.</real>
<real key="dmg" name="dmg">damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.</real>
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
-------- KEYS --------
<real key="speed" name="speed">default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<target key="target" name="target">targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts</target>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
<string key="message" name="message">kill message when someone gets killed by this (default: "was in the wrong place")</string>
<string key="message2" name="message2">kill message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
<integer key="team" name="team">team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt)</integer>
+<targetname key="targetname" name="targetname">if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe)</targetname>
-------- SPAWNFLAGS --------
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns this will NOT jump when touching this</flag>
</group>
modeldisabled="models/weapons/g_hlac.md3"
</point>
+<point name="weapon_minelayer" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Mine Layer.
+-------- 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>
+<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="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+modeldisabled="models/weapons/g_minelayer.md3"
+</point>
+
<point name="weapon_seeker" color="1 0 .5" box="-30 -30 0 30 30 32">
Placing this entity on a map kills your dog, voids the warranty on your car, and makes your map an unenjoyable noobs' paradise.
the T.A.G. Seeker.
<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_campingrifle" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Camping Rifle.
+<point name="weapon_sniperrifle" 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>