summaryrefslogtreecommitdiff
path: root/misc/entities.def
blob: e61ce16c95641338855beec9fe0fcdacf90249a6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
// Tremulous entity definition file for GTKRadiant
// Tim Angus <tma@op.ath.cx> 08/09/03

// Based on entities.def from GTKRadiant 1.3.11 which in turn is based on...
// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99
// Upgraded by Eutectic: eutectic@ritualistic.com
// (visible models added by raYGunn - paths provided by Suicide 20)
// (terrain information added to func_group entity by Paul Jaquays)
// Q3Map2 entitys/keys added by ydnar
// Version: 1.5
// Last updated: 2003-06-09

//=============================================================================

LIGHT ENTITY

//=============================================================================


/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT
Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.

-------- KEYS --------
_light OR light: overrides the default 300 intensity.

_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).

target: Lights pointed at a target will be spotlights.

radius: overrides the default 64 unit radius of a spotlight at the target point.

-------- Q3MAP2 KEYS --------
_sun: Set this key to 1 on a spotlight to make an infinite sun light.

fade: Fades light attenuation. Only affects linear lights.

scale: Scales light attentation, from SOF2/JK2. Scales the "light" value.

-------- SPAWNFLAGS --------
LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).

NOANGLE: Ignore angle attenuation.

NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting).
*/

/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT

Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.

-------- KEYS --------
_light OR light: overrides the default 300 intensity.

_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).

target: Lights pointed at a target will be spotlights.

radius: overrides the default 64 unit radius of a spotlight at the target point.

-------- Q3MAP2 KEYS --------
_sun: Set this key to 1 on a spotlight to make an infinite sun light.

fade: Fades light attenuation. Only affects linear lights.

scale: Scales light attentation, from SOF2/JK2. Scales the "light" value.

-------- SPAWNFLAGS --------
LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).

NOANGLE: Ignore angle attenuation.

NOGRIDLIGHT: Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.
*/

//=============================================================================

FUNC_* ENTITIES

//=============================================================================

/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.

-------- KEYS --------
speed: amount of time in seconds for one complete oscillation cycle (default 4).

height: sets the amount of travel of the oscillation movement (default 32). 

phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).

noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).

model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).

origin: alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- SPAWNFLAGS --------
X_AXIS: entity will bob along the X axis.
Y_AXIS: entity will bob along the Y axis.

-------- NOTES --------
In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_button (0 .5 .8) ?
When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.

-------- KEYS --------
angle: determines the direction in which the button will move (up = -1, down = -2).

target: all entities with a matching targetname will be triggered.

speed: speed of button's displacement (default 40).

wait: number of seconds button stays pressed (default 1, -1 = return immediately).

lip: lip remaining at end of move (default 4 units).

health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.

-------- KEYS --------
angle: determines the opening direction of door (up = -1, down = -2).

speed: determines how fast the door moves (default 100).

wait: number of seconds before door returns (default 2, -1 = return immediately)

lip: lip remaining at end of move (default 8)

targetname: if set, a func_button or trigger is required to activate the door.

health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.

dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.

team: assign the same team name to multiple doors that should operate together (see Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.

sound2to1: the sound played when the door or platform moves from from state 2 to state 1.

soundPos2: the sound played when the door or platform reaches state 2.

soundPos1: the sound played when the door or platform reaches state 1.

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- SPAWNFLAGS --------
START_OPEN: the door will spawn in the open state and operate in reverse.

CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.

-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_door_model (0 .5 .8) ?
A model based door entity. By default, the door will activate when player walks close to it. The opening and closing of the door is provided by an animation in the model itself.

-------- KEYS --------
speed: determines the time taken for the door to change state in msec (default 200).

wait: number of seconds before door returns (default 2)

targetname: if set, a func_button or trigger is required to activate the door.

health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.

team: assign the same team name to multiple doors that should operate together (see Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2: path/name of the door model (eg: models/mapobjects/pipe/pipe02.md3).

modelOrigin: means of setting the origin of the model.

scale: scale the model in each of the major axes (e.g. 1.0 1.0 2.0 -- twice as high as normal).

animation: The first frame and number of frames in the door open animation (e.g. 0 10). This will be reversed for the close animation.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.

sound2to1: the sound played when the door or platform moves from from state 2 to state 1.

soundPos2: the sound played when the door or platform reaches state 2.

soundPos1: the sound played when the door or platform reaches state 1.

-------- Q3MAP2 KEYS --------

_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
Every func_door_model needs its model to be positioned, scaled and orientated using the modelOrigin, scale and angle/angles keys repsectively.
*/

//=============================================================================

/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER REVERSE - X_AXIS Y_AXIS
Rotating door entity. By default, the door will activate when player walks close toit.

-------- KEYS --------
speed: determines how fast the door moves (in degrees/second).

rotatorAngle: the number of degrees through which to rotate (default 90).

wait: number of seconds before door returns (default 2)

targetname: if set, a func_button or trigger is required to activate the door.

health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.

dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.

team: assign the same team name to multiple doors that should operate together (see Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.

sound2to1: the sound played when the door or platform moves from from state 2 to state 1.

soundPos2: the sound played when the door or platform reaches state 2.

soundPos1: the sound played when the door or platform reaches state 1.

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- SPAWNFLAGS --------
START_OPEN: the door will spawn in the open state and operate in reverse.

CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.

REVERSE: the door will open the other way.

X_AXIS: rotate on the X axis instead of the Z.

Y_AXIS: rotate on the Y axis instead of the Z.

-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").

You need to have an origin brush as part of this entity.  The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default.  You can check either the X_AXIS or Y_AXIS box to change that.
*/

//=============================================================================

/*QUAKED func_group (0 .5 .8) ?
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.

-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------
alphamap: this is the path/name for the art file used to guide the mapping of textures on the terrain surface.

layers: this integer value is the number unique root shaders that will be use on the terrain.

shader: this is the path to the metashader used to assign textures to the terrain entity.

terrain: this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.

-------- Q3MAP2 KEYS --------
_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.
*/

//=============================================================================

/*QUAKED func_pendulum (0 .5 .8) ?
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.

-------- KEYS --------
angle: angle offset of axis of rotation from default X axis (default 0).

speed: angle of swing arc in either direction from initial position (default 30).

phase: sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).

noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).

model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).

origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_plat (0 .5 .8) ? DONT_WAIT
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. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes). If DONT_WAIT is set then the platform will not wait for a client to leave before returning to its original position.

-------- KEYS --------
speed: determines how fast the plat moves (default 150).

lip: lip remaining at end of move (default 16). Has no effect if "height" is set.

height: if set, this will determine the total amount of vertical travel of the plat.

dmg: damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.

targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

sound1to2: the sound played when the door, platform or button moves from state 1 to state 2.

sound2to1: the sound played when the door or platform moves from from state 2 to state 1.

soundPos2: the sound played when the door or platform reaches state 2.

soundPos1: the sound played when the door or platform reaches state 1.

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.

-------- KEYS --------
speed: determines how fast entity rotates (default 100).

noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).

model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).

origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- SPAWNFLAGS --------
X_AXIS: entity will rotate along the X axis.

Y_AXIS: entity will rotate along the Y axis.

-------- NOTES --------
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_static (0 .5 .8) ?
Static non-solid bspmodel. Can be used for conditional walls and models.

-------- KEYS --------
model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).

origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

targetname: NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.

Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
*/

//=============================================================================

/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.

-------- KEYS --------
wait: delay in seconds between each triggering of its targets (default 1).

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).

target: this points to the entities to trigger.

targetname: a func_button or trigger that points to this will toggle the timer on/off when activated.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
START_ON: timer will start on in the game and continuously fire its targets.

-------- NOTES --------
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
*/

//=============================================================================

/*QUAKED func_train (0 .5 .8) ? START_OFF BLOCK_STOPS
Trains are moving solids that follow a string of path_corner entities. Trains in Tremulous are less basic than in Q3A, they also require an origin brush (see Notes).

-------- KEYS --------
speed: speed of displacement of train (default 100 or overridden by speed value of path).

target: this points to the first path_corner of the path which is also the spawn location of the train's origin.

model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).

light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
START_OFF: the train will spawn in the off state

BLOCK_STOPS: with this set a train simply stops if blocked, instead of killing.

-------- Q3MAP2 KEYS --------
_targetname: Used to attach a misc_model entity to this entity.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.

-------- NOTES --------
1. Trains instakill anything in their path by default.
2. Trains cannot emit sound.
3. When BLOCK_STOPS is set, trains cannot be stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.

Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/




//=============================================================================

INFO_* ENTITIES

//=============================================================================

/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes.

-------- KEYS --------
targetname: must match the target key of entity that uses this for pointing.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/


//=============================================================================

/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.

-------- KEYS --------
targetname: must match the target key of entity that uses this for pointing.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

//=============================================================================

/*QUAKED info_player_intermission (1 0 1) (-8 -8 -8) (8 8 8)
Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.

-------- KEYS --------
angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).

target: point this to an info_notnull or target_position entity to set the camera's pointing angles.

-------- NOTES --------
In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.
*/

//=============================================================================

/*QUAKED info_alien_intermission (1 0 1) (-8 -8 -8) (8 8 8)
Camera for aliens before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level.

-------- KEYS --------
angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).

target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
*/

//=============================================================================

/*QUAKED info_human_intermission (1 0 1) (-8 -8 -8) (8 8 8)
Camera for humans before they spawn. Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use one per level.

-------- KEYS --------
angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).

target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
*/



//=============================================================================

MISC_* ENTITIES

//=============================================================================

/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16)
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.

-------- KEYS --------
angle: direction in which model will be oriented.

model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).

-------- Q3MAP2 KEYS --------
angles: Individual control of PITCH, YAW, and ROLL (default 0 0 0).

modelscale: Floating-point value used to scale a model up or down (default 1.0).

modelscale_vec: Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0).

_remap: Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".

target: Used to attach the misc_model to a brush entity, where its "targetname" key is the same value.

_lightmapscale: Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
*/

//=============================================================================

/*QUAKED misc_anim_model (1 .5 .25) (-16 -16 -16) (16 16 16) TRIGGER_TOGGLE
A little like misc_model except that it is a game entity and does not become part of the map geometry. An instance of this entity will draw an arbituary md3 in the world with an arbituary frame or with an animation.

-------- KEYS --------
angle: direction in which model will be oriented.

radius: The scale of the model compared to its original size. Defaults to 1.0.

animation: The guts of the entity. This is identical to an entry in an animation.cfg - Start Frame, Number of frames, Looping Frames, Frame rate. For example 0 30 30 20 will play frames 0 through 30 continously at 20 fps.

model: path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).

-------- SPAWNFLAGS --------
TRIGGER_TOGGLE: With this set triggering the entity disables the model altogether as opposed to the regular behaviour of toggling the animation.
*/

//=============================================================================

/*QUAKED misc_particle_system (1 .5 .25) (-8 -8 -8) (8 8 8) SPAWN_DISABLED
A particle system entity.

-------- KEYS --------
psName: The name of the particle system to spawn at this entity.

-------- SPAWNFLAGS --------
SPAWN_DISABLED: Spawn disabled.

-------- NOTES --------
Triggering this entity toggles it on and off.
*/

//=============================================================================
/*QUAKED misc_light_flare (.65 .65 1) (-8 -8 -8) (8 8 8) SPAWN_DISABLED
A light flare entity.

-------- KEYS --------
targetShaderName: The name of the shader of the light flare.

radius: The radius key is a vector.
The first component is the size of the light flare. The radius is calculated by taking the distance of the viewer from the light flare and dividing by this key, so the larger the key value, the smaller the flare. Values between 2 and 10 are sensible.
The second component indicates the angle around the direction the flare points for which it is visible. For example a value of 90 means that you can see the flare while infront of the entity, but not when behind it. If set to zero the light flare will be visible from any angle
The third component is similar to the first except that it specifies the size of the light source rather than the size of the light flare itself. This is useful when the higher detail flare fading modes are enabled. If this is set to the same value as the first component, fading will commence as soon as the edge of the light flare is occluded by some surface between the viewer and the flare. If it is set larger the flare will overlap the occluding surface before it begins to fade.

angles: This reflects which direction the flare points. It is not important unless the second component of the radius key is employed. angles is a vector of PITCH YAW ROLL. For example a value of "90 0 0" would create a flare pointing down. ROLL is redundant in this context and can be set arbitrarily.

-------- SPAWNFLAGS --------
SPAWN_DISABLED: Spawn disabled.

-------- NOTES --------
Triggering this entity toggles it.
*/

//=============================================================================

/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE
Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction.

-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.

target: point this to a target_position entity to set the camera's pointing direction.

targetname: a misc_portal_surface portal surface indicator must point to this.

roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
SLOWROTATE: makes the portal camera rotate slowly along the roll axis.

FASTROTATE: makes the portal camera rotate faster along the roll axis.

NOROTATE: no rolling at all.

-------- NOTES --------
Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle.
*/

//=============================================================================

/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8)
Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes).

-------- KEYS --------
target: point this to a misc_portal_camera that "sees" the view you want to display on the portal.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.
*/

//=============================================================================

/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16)
Teleport destination location point for trigger_teleporter entities.

-------- KEYS --------
angle: direction in which player will look when teleported.

targetname: make the trigger_teleporter point to this.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR SPAWN_DISABLED
Allows client side prediction of teleportation events.
Must point at a target_position, which will be the teleport destination.

If spectator is set, only spectators can use this teleport
Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them
*/



//=============================================================================

PATH_* ENTITIES

//=============================================================================

/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Path corner entity that func_trains can be made to follow.

-------- KEYS --------
target: point to next path_corner in the path.

targetname: the train following the path or the previous path_corner in the path points to this.

speed: speed of func_train while moving to the next path corner. This will override the speed value of the train.

wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.
*/



//=============================================================================

TARGET_* ENTITIES

//=============================================================================

/*QUAKED target_hurt (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this hurts the entity that caused the trigger.

-------- KEYS --------
dmg: amount of damage to deal (default: 5)
*/

/*QUAKED target_rumble (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide rumble effect. All players are affected.

-------- KEYS --------
speed: severity of the quake (default: 100)

count: duration of the quake (default: 10)
*/

/*QUAKED target_alien_win (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this causes an unconditional win for the alien team.
*/

/*QUAKED target_human_win (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this causes an unconditional win for the human team.
*/

/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8)
Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets.

-------- KEYS --------
targetname: activating trigger points to this.

target: this points to entities to activate when this entity is triggered.

wait: delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1).

delay: same as wait? replaces it? WTF?...I'm confused now.

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
*/

//=============================================================================

/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8)
This will kill the player who activates the trigger that fires this target.

-------- KEYS --------
targetname: the activating trigger points to this.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

//=============================================================================

/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8)
Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.

-------- KEYS --------
message:  name of the location (text string). Displayed in parentheses in front of all team chat and order messages.

count: color of the location text displayed in parentheses during team chat. Set to 0-7 for color.
   0: white (default)
   1: red
   2: green
   3: yellow
   4: blue
   5: cyan
   6: magenta
   7: white
   
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

//=============================================================================

/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8)
Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular.

-------- KEYS --------
targetname: the entity that requires an aiming direction points to this.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.
*/

//=============================================================================

/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) HUMAN_TEAM ALIEN_TEAM PRIVATE
This will print a message on the center of the screen when triggered. By default, all the clients will see the message.

-------- KEYS --------
message: text string to print on screen.

targetname: the activating trigger points to this.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
HUMAN_TEAM: only the human team players will see the message.
ALIEN_TEAM: only the alien team players will see the message.
PRIVATE: only the player that activates the target will see the message.
*/

//=============================================================================

/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD NOSOUND
This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.

-------- KEYS --------
angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.

speed: speed of push (default 1000). Has no effect if entity targets an aiming entity.

targetname: the activating trigger points to this. Push originates from the location of the trigger.

target: this points to the aiming entity to which the player will jump.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
BOUNCEPAD: if set, trigger will play bounce noise instead of beep noise when activated (recommended).
NOSOUND:	 if set, no sound is played at all

-------- NOTES --------
To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.
*/

//=============================================================================

/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) HUMAN_ONLY ALIEN_ONLY RANDOM
This can only be activated by other triggers which will cause it in turn to activate its own targets.

-------- KEYS --------
targetname: activating trigger points to this.

target: this points to entities to activate when this entity is triggered.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
HUMAN_ONLY: only human team players can activate trigger.
ALIEN_ONLY: only alien team players can activate trigger.
RANDOM: one one of the targeted entities will be triggered at random.
*/

//=============================================================================

/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8)
This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points.

-------- KEYS --------
targetname: ativating entity points to this.

count: number of frag points to give to player (default 1).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

//=============================================================================

/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.

-------- KEYS --------
noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes).

wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes).

random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).

targetname: the activating button or trigger points to this.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered).

LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered).

GLOBAL: sound will play full volume throughout the level.

ACTIVATOR: sound will play only for the player that activated the target.

-------- NOTES --------
The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels.

The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
*/

//=============================================================================

/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8)
Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.

-------- KEYS --------
targetname: activating trigger points to this.

target: this must point to a misc_teleporter_dest entity.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/




//=============================================================================

TEAM_* ENTITIES

//=============================================================================

/*QUAKED team_human_spawn (0 .2 1) (-40 -40 -4) (40 40 4)
The human spawn point.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/telenode/telenode.md3"
*/

//=============================================================================

/*QUAKED team_human_armoury (0 .2 1) (-40 -40 -13) (40 40 50)
The human armoury.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/arm/arm.md3"
*/

//=============================================================================

/*QUAKED team_human_dcc (0 .2 1) (-35 -35 -13) (35 35 47)
The human defense computer.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/dcc/dcc.md3"
*/

//=============================================================================

/*QUAKED team_human_medistat (0 .2 1) (-35 -35 -7) (35 35 7)
The human medical station.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/medistat/medistat.md3"
*/

//=============================================================================

/*QUAKED team_human_mgturret (0 .2 1) (-25 -25 -20) (25 25 20)
The human machinegun turret.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/mgturret/turret_base.md3"
*/

//=============================================================================

/*QUAKED team_human_reactor (0 .2 1) (-50 -50 -15) (50 50 95)
The human reactor.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/reactor/reactor.md3"
*/

//=============================================================================

/*QUAKED team_human_repeater (0 .2 1) (-15 -15 -15) (15 15 25)
The human repeater.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/repeater/repeater.md3"
*/

//=============================================================================

/*QUAKED team_human_tesla (0 .2 1) (-22 -22 -40) (22 22 40)
The human tesla generator.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/tesla/tesla.md3"
*/

//=============================================================================



/*QUAKED team_alien_spawn (1 .2 0) (-15 -15 -15) (15 15 15)
The alien spawn point.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/eggpod/eggpod.md3"
*/

//=============================================================================

/*QUAKED team_alien_acid_tube (1 .2 0) (-35 -35 -11) (35 35 40)
The alien acid tube.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/acid_tube/acid_tube.md3"
*/

//=============================================================================

/*QUAKED team_alien_barricade (1 .2 0) (-35 -35 -15) (35 35 60)
The alien barricade.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/barricade/barricade.md3"
*/

//=============================================================================

/*QUAKED team_alien_booster (1 .2 0) (-26 -26 -9) (26 26 9)
The alien booster.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/booster/booster.md3"
*/

//=============================================================================

/*QUAKED team_alien_hovel (1 .2 0) (-50 -50 -20) (50 50 20)
The alien hovel.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/hovel/hovel.md3"
*/

//=============================================================================

/*QUAKED team_alien_overmind (1 .2 0) (-45 -45 -15) (45 45 95)
The alien overmind.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/overmind/overmind.md3"
*/

//=============================================================================

/*QUAKED team_alien_trapper (1 .2 0) (-15 -15 -15) (15 15 15)
The alien trapper.

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/buildables/trapper/trapper.md3"
*/

//=============================================================================



//=============================================================================

TRIGGER_* ENTITIES

//=============================================================================

/*QUAKED trigger_heal (.5 .5 .5) ? START_OFF SLOW
Any player that touches this will be healed. It does heal points of healage each server frame. Targeting the trigger will toggle its effects.

-------- SPAWNFLAGS --------
START_OFF: needs to be triggered (toggle) to activate.

SLOW: changes the heal rate to once per second.

-------- KEYS --------
heal: Health points to heal (default 5)
*/

/*QUAKED trigger_ammo (.5 .5 .5) ? SLOW NOENERGY NOCASE
Any player that touches this will have the ammo for his held weapon restored. It gives ammo in chunks reflected by the key "ammo" each server frame.

-------- SPAWNFLAGS --------
SLOW: changes the ammo rate to once per second.

NOENERGY: disables this entity for energy weapons.

NOCASE: disables this entity for case based weapons.

-------- KEYS --------
ammo: Amount of ammo to give (default 1)
*/

/*QUAKED trigger_gravity (.5 .5 .5) ?
The gravity (for players) within this trigger is determined by the gravity key. Targetting this entity toggles its effects.
NOT THROUGHLY TESTED: please report whether or not this works for you.

-------- KEYS --------
gravity: The gravity within this trigger (default 800).
*/

/*QUAKED trigger_buildable (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a buildable or subset of buildables. If no buildables key is supplied every buildable will trigger this entity.
Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.

-------- SPAWNFLAGS --------
SPAWN_DISABLED: needs to be triggered (toggle) to activate.
NEGATE: negate the trigger condition.

-------- KEYS --------
target: this points to the entity to activate.

buildables: a comma delimited list of buildables which will trigger this entity.

wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
*/

/*QUAKED trigger_class (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a specific class or subset of classes. If no classes key is supplied every class will trigger this entity.
Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.

-------- SPAWNFLAGS --------
SPAWN_DISABLED: needs to be triggered (toggle) to activate.
NEGATE: negate the trigger condition.

-------- KEYS --------
target: this points to the entity to activate.

classes: a comma delimited list of classes which will trigger this entity.

wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
*/

/*QUAKED trigger_equipment (.5 .5 .5) ? SPAWN_DISABLED NEGATE
Triggered by a player carrying some item (weapon or upgrade) or subset of items. If no equipment key is supplied every human will trigger this entity.
Targetting this entity toggles it.
NOT THROUGHLY TESTED: please report whether or not this works for you.

-------- SPAWNFLAGS --------
SPAWN_DISABLED: needs to be triggered (toggle) to activate.
NEGATE: negate the trigger condition.

-------- KEYS --------
target: this points to the entity to activate.

equipment: a comma delimited list of equipment which will trigger this entity.

wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
*/

//=============================================================================

/*QUAKED trigger_stage (.5 .5 .5) (-8 -8 -8) (8 8 8)
Fires its targets when the team key reaches stage key.

-------- KEYS --------
target: this points to the entity to activate.

team: the team which triggers this entity; 1 for aliens, 2 for humans

stage: the stage at which this entity is triggered; 1 for stage 2, 2 for stage 3
*/

//=============================================================================

/*QUAKED trigger_win (.5 .5 .5) (-8 -8 -8) (8 8 8)
Fires its targets when the team key wins.

-------- KEYS --------
target: this points to the entity to activate.

team: the team which triggers this entity; 1 for aliens, 2 for humans
*/

//=============================================================================

/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
Automatic trigger. It will fire the entities it targets as soon as it spawns in the game.

-------- KEYS --------
target: this points to the entity to activate.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/

//=============================================================================

/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt.

-------- KEYS --------
dmg: number of points of damage inflicted to player per server frame (default 5 - integer values only).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------
START_OFF needs to be triggered (toggle) for damage

SILENT: supresses the sizzling sound while player is being hurt.

NO_PROTECTION: player will be hurt regardless of protection (see Notes).

SLOW: changes the damage rate to once per second.

-------- NOTES --------
The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.
*/

//=============================================================================

/*QUAKED trigger_multiple (.5 .5 .5) ?
Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it.

-------- KEYS --------
target: this points to the entity to activate.

targetname: activating trigger points to this.

wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).

random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
*/

//=============================================================================

/*QUAKED trigger_push (.5 .5 .5) ?
This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted.

-------- KEYS --------
target: this points to the target_position to which the player will jump.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- NOTES --------
To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.
*/

//=============================================================================

/*QUAKED trigger_teleport (.5 .5 .5) ?
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.

-------- KEYS --------
target: this must point to a misc_teleporter_dest entity.

notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
*/



//=============================================================================

WORLDSPAWN ENTITY

//=============================================================================

/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
-------- KEYS --------
message: text to print at user logon. Used for name of level.

music: path/name of looping .wav file used for level's music (eg. music/sonic5.wav).

humanBuildPoints: The maximum amount of power the humans can use. Defaults to 1000.

humanMaxStage: The highest stage the humans are allowed to use [0/1/2]. Defaults to 2.
humanStage2Threshold: The number of kills the humans must aquire to advance to stage 2. Defaults to 50.
humanStage3Threshold: The number of kills the humans must aquire to advance to stage 3. Defaults to 100.

alienBuildPoints: The maximum amount of sentience available to the overmind. Defaults to 1000.

alienMaxStage: The highest stage the aliens are allowed to use [0/1/2]. Defaults to 2.
alienStage2Threshold: The number of kills the aliens must aquire to advance to stage 2. Defaults to 50.
alienStage3Threshold: The number of kills the aliens must aquire to advance to stage 3. Defaults to 100.

disabledEquipment: A comma delimited list of human weapons or upgrades to disable for this map.
disabledClasses: A comma delimited list of alien classes to disable for this map.
disabledBuildables: A comma delimited list of buildables to disable for this map.

_ambient OR ambient: Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.

_color: RGB value for ambient light color (default is 0 0 0).

gravity: gravity of level (default is normal gravity: 800).

gridsize: granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.

_blocksize: q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.

-------- Q3MAP2 KEYS --------
_minlight: Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient.

_minvertexlight: Minimum vertex lighting, levelwide.

_mingridlight: Minimum lightgrid (dynamic entity lighting) levelwide.

_keeplights: Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase.

_noshadersun: Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights.

_farplanedist: Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps.

_foghull: Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.

_lightmapscale: Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0).

_cs OR _castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _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.

_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities.

-------- Q3MAP2 TERRAIN KEYS --------
_indexmap OR alphamap: Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layers OR layers: Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
*/