Author Topic: Which entities got missing from RTCW to ET?  (Read 1117 times)

Offline Teuthis

Which entities got missing from RTCW to ET?
« on: November 19, 2016, 07:45:54 PM »
Just out of curiousity, which entities apart the func_button got lost in the transition from RTCW to ET? Reason why I am asking is that I would like to see whether we can bring back some goodies by tweeking the et.entities.def or et.entities.ent file.
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Offline thunder

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Re: Which entities got missing from RTCW to ET?
« Reply #1 on: November 20, 2016, 10:14:13 AM »
well I havent compared @Teuthis , but here is rtcw's .def:

Code: [Select]
///
/// wolf.def
///

/*QUAKED ai_soldier (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
soldier entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'infantryss/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_american (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
american entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'american/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_zombie (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive PortalZombie
zombie entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'zombie/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_warzombie (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive PortalZombie
warrior zombie entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'warrior/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_femzombie (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
zombie entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'femzombie/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_venom (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
venom entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'venom/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_loper (1 0.25 0) (-32 -32 -24) (32 32 48) TriggerSpawn NoRevive
loper entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'loper/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_boss_helga (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
helga entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'helga/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_boss_heinrich (1 0.25 0) (-32 -32 -24) (32 32 156) TriggerSpawn NoRevive
heinrich entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'helga/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_partisan (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'partisan/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_civilian (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'civilian/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_eliteguard (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
elite guard entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'eliteguard/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_supersoldier (1 0.25 0) (-32 -32 -24) (32 32 64) TriggerSpawn NoRevive
supersoldier entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'supersoldier/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_protosoldier (1 0.25 0) (-32 -32 -24) (32 32 64) TriggerSpawn NoRevive
protosoldier entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'protosoldier/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

/*QUAKED ai_blackguard (1 0.25 0) (-16 -16 -24) (16 16 64) TriggerSpawn NoRevive
black guard entity
"skin" the .skin file to use for this character (must exist in the player characters directory, otherwise 'blackguard/default' is used)
"head" the .skin file to use for his head (must exist in the pc's dir, otherwise 'default' is used)
"ainame" name of AI
*/

///
///
///

/*QUAKED ai_marker (1 0.5 0) (-18 -18 -24) (18 18 48) NODROP
AI marker
*/


/*QUAKED ai_trigger (1 0.5 0) ? Startoff
Triggered only by the player touching it
"wait" : Seconds between triggerings, -1 = one time only (default).
"ainame" : name of AI to target (use "player" for the.. player)
"target" : trigger identifier for that AI script
*/

///
///
///


/*QUAKED item_clipboard (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN PERSISTANT
"model" - model to display in the world.  defaults to 'models/powerups/clipboard/clipboard.md3' (the clipboard laying flat is 'clipboard2.md3')
"popup" - menu to popup.  no default since you won't want the same clipboard laying around. (clipboard will display a 'put popup here' message)
"notebookpage" - when clipboard is picked up, this page (menu) will be added to your notebook (FIXME: TODO: more info goes here)

We currently use:
clip_interrogation
clip_codeddispatch
clip_alertstatus

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

/*QUAKED item_treasure (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN
Items the player picks up that are just used to tally a score at end-level
"model" defaults to 'models/powerups/treasure/goldbar.md3'
"noise" sound to play on pickup.  defaults to 'sound/pickup/treasure/gold.wav'
"message" what to call the item when it's picked up.  defaults to "Treasure Item" (SA: temp)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/treasure/goldbar.md3"
*/

/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_s.md3"
*/

/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_m.md3"
*/

/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_l.md3"
*/

/*QUAKED item_health_turkey (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
multi-stage health item.
gives amount on first use based on skill:
skill 1: 50
skill 2: 50
skill 3: 50
skill 4: 40
skill 5: 30

then gives 15 on "finishing up"

player will only eat what he needs.  health at 90, turkey fills up and leaves remains (leaving 15).  health at 5 you eat the whole thing.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_t1.md3"
*/

/*QUAKED item_health_breadandmeat (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
multi-stage health item.
amount on first use is based on skill:

then gives 10 on "finishing up"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_b1.md3"
*/

/*QUAKED item_health_wall_box (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED - - RESPAWN
single use health with dual state model.
please set the suspended flag to keep it from falling on the ground
defaults to 50 pts health
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_wallbox.md3"
*/

/*QUAKED item_health_wall (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED - - RESPAWN
defaults to 50 pts health
you will probably want to check the 'suspended' box to keep it from falling to the ground
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/health_w.md3"
*/

/*QUAKED item_stamina_stein (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
defaults to 30 sec stamina boost
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/stamina_stein.md3"
*/

/*QUAKED item_stamina_brandy (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
defaults to 30 sec stamina boost

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/stamina_brandy1.md3"
*/

/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/armor_body1.md3"
*/

/*QUAKED item_armor_body_hang (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED - - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/armor_body2.md3"
*/

/*QUAKED item_armor_head (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/armor_head1.md3"
*/

/*QUAKED weapon_knife (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/knife/knife.md3"
*/

/*QUAKED weapon_luger (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/luger/luger.md3"
*/

/*QUAKED weapon_mauserRifle (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/mauser/mauser.md3"
*/

/*QUAKED weapon_thompson (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/thompson/thompson.md3"
*/

/*QUAKED weapon_sten (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/sten/sten.md3"
*/

/*QUAKED weapon_colt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/colt/colt.md3"
*/

/*QUAKED weapon_mp40 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
"stand" values:
no value: laying in a default position on it's side (default)
2: upright, barrel pointing up, slightly angled (rack mount)
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models\weapons2\mp40\mp40.md3"
*/

/*QUAKED weapon_fg42 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/fg42/fg42.md3"
*/

/*QUAKED weapon_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/sp5/sp5.md3"
*/

/*QUAKED weapon_panzerfaust (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/panzerfaust/pf.md3"
*/

/*QUAKED weapon_venom (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/venom/pu_venom.md3"
*/

/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/flamethrower/pu_flamethrower.md3"
*/

/*QUAKED weapon_tesla (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/tesla/pu_tesla.md3"
*/

/*QUAKED weapon_sniperScope (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/mauser/pu_mauser_scope.md3"
*/

/*QUAKED weapon_snooperrifle (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/garand/garand.md3"
*/

/*QUAKED ammo_9mm_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Luger pistol, MP40 machinegun

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am9mm_s.md3"
*/

/*QUAKED ammo_9mm (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Luger pistol, MP40 machinegun

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am9mm_m.md3"
*/

/*QUAKED ammo_9mm_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Luger pistol, MP40 machinegun

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am9mm_l.md3"
*/

/*QUAKED ammo_45cal_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Thompson, Colt

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am45cal_s.md3"
*/

/*QUAKED ammo_45cal (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Thompson, Colt

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am45cal_m.md3"
*/

/*QUAKED ammo_45cal_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Thompson, Colt

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am45cal_l.md3"
*/

/*QUAKED ammo_792mm_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Mauser rifle, FG42

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am792mm_s.md3"
*/

/*QUAKED ammo_792mm (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Mauser rifle, FG42

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am792mm_m.md3"
*/

/*QUAKED ammo_792mm_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Mauser rifle, FG42

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am792mm_l.md3"
*/

/*QUAKED ammo_30cal_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Garand rifle

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am30cal_s.md3"
*/

/*QUAKED ammo_30cal (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Garand rifle

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am30cal_m.md3"
*/

/*QUAKED ammo_30cal_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Garand rifle

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am30cal_l.md3"
*/

/*QUAKED ammo_127mm (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Venom gun

-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/am127mm.md3"
*/

/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

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

/*QUAKED ammo_grenades_american (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

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

/*QUAKED ammo_dynamite (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

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

/*QUAKED ammo_cell (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Tesla

Boosts recharge on Tesla
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/amcell.md3"
*/

/*QUAKED ammo_fuel (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: Flamethrower

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

/*QUAKED ammo_panzerfaust (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
used by: German Panzerfaust

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

/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN

pickup sound : "sound/pickup/holdable/get_medkit.wav"
use sound : "sound/pickup/holdable/get_medkit.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/medkit.md3"
*/

/*QUAKED holdable_wine (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN

pickup sound : "sound/pickup/holdable/get_wine.wav"
use sound : "sound/pickup/holdable/use_wine.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/wine.md3"
*/

/*QUAKED holdable_stamina(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
Protection from fatigue
Using the "sprint" key will not fatigue the character

pickup sound : "sound/pickup/holdable/get_stamina.wav"
use sound : "sound/pickup/holdable/use_stamina.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/stamina.md3"
*/

/*QUAKED holdable_book1(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/venom_book.md3"
*/

/*QUAKED holdable_book2(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/paranormal_book.md3"
*/

/*QUAKED holdable_book3(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/zemphr_book.md3"
*/

/*QUAKED holdable_11(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/11.md3"
*/

/*QUAKED holdable_12(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/12.md3"
*/

/*QUAKED holdable_13(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/13.md3"
*/

/*QUAKED holdable_14(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/14.md3"
*/

/*QUAKED holdable_15(.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
/
{
"holdable_15",
"sound/pickup/holdable/get_15.wav",
        {
"models/powerups/holdable/15.md3",
0, 0, 0
, 0 },
"icons/15", // icon
NULL, // ammo icon
"15", // pickup
1,
IT_HOLDABLE,
HI_15,
0,
"", // precache
"sound/pickup/holdable/use_15.wav", // sounds
{0,0,0,0,0}
},

*/

/*QUAKED key_skull1 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 1

pickup sound : "sound/pickup/keys/skull.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/skull.md3"
*/

/*QUAKED key_chalice2 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 2

pickup sound : "sound/pickup/keys/chalice.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/chalice.md3"
*/

/*QUAKED key_eye3 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 3

pickup sound : "sound/pickup/keys/eye.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/eye.md3"
*/

/*QUAKED key_radio4 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 4

pickup sound : "sound/pickup/keys/radio.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/radio_port.md3"
*/

/*QUAKED key_satchelcharge5 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 5

pickup sound : "sound/pickup/keys/satchelcharge.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/satchel_charge.md3"
*/

/*QUAKED key_binocs (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
Binoculars.

pickup sound : "sound/pickup/keys/binocs.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/binoculars.md3"
*/

/*QUAKED key_7 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 7

pickup sound : "sound/pickup/keys/key7.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key7.md3"
*/

/*QUAKED key_key8 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 8

pickup sound : "sound/pickup/keys/key8.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key9 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 9

pickup sound : "sound/pickup/keys/key9.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key10 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 10

pickup sound : "sound/pickup/keys/key10.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key11 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 11

pickup sound : "sound/pickup/keys/key11.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key12 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 12

pickup sound : "sound/pickup/keys/key12.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key13 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 13

pickup sound : "sound/pickup/keys/key13.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key14 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 14

pickup sound : "sound/pickup/keys/key14.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key15 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 15

pickup sound : "sound/pickup/keys/key15.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

/*QUAKED key_key16 (1 1 0) (-8 -8 -8) (8 8 8) SUSPENDED SPIN - RESPAWN
key 16

pickup sound : "sound/pickup/keys/key16.wav"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/keys/key.md3"
*/

///
///
///

/*QUAKED alarm_box (1 0 1) START_ON
You need to have an origin brush as part of this entity
current alarm box model is (8 x 16 x 28)
"health" defaults to 10

"noise" the sound to play over the system (this would be the siren sound)

START_ON means the button is pushed in, any dlights are cycling, and alarms are sounding

"team" key/value is valid for teamed alarm boxes
teamed alarm_boxes work in tandem (switches/lights syncronize)
target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound)
alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm
model: the model used is "models/mapobjects/electronics/alarmbox.md3"
place the origin at the center of your trigger box
*/

///
///
///

/*QUAKED info_player_deathmatch (1 0 1) (-18 -18 -24) (18 18 48) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull)
*/

/*QUAKED info_player_checkpoint (1 0 0) (-18 -18 -24) (18 18 48) a b c d
these are start points /after/ the level start
the letter (a b c d) designates the checkpoint that needs to be complete in order to use this start position
*/

/*QUAKED info_player_start (1 0 0) (-18 -18 -24) (18 18 48)
equivelant to info_player_deathmatch
*/

/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) AXIS ALLIED
The intermission will be viewed from this point.  Target an info_notnull for the view direction.

AXIS This intermission point will be used if Axis win the match
ALLIED This intermission point will be used if Allies win the match
*/

///
///
///

/*QUAKED func_group (0 .5 .8) ?
Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.
*/


/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/

/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/

/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
target_position does the same thing
*/

/*QUAKED info_notnull_big (1 0 0) (-16 -16 -24) (16 16 32)
info_notnull with a bigger box for ease of positioning
*/

/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot negative_point q3map_non-dynamic
Non-displayed light.
"light" overrides the default 300 intensity.
Nonlinear checkbox gives inverse square falloff instead of linear
Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
"q3map_non-dynamic" specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)
*/

/*QUAKED lightJunior (0 0.7 0.3) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot negative_point
Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
"light" overrides the default 300 intensity.
Nonlinear checkbox gives inverse square falloff instead of linear
Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
*/

/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/

/*QUAKED misc_grabber_trap (1 0 0) (-8 -8 -8) (8 8 8)
fields:
"adist"  - radius of 'wakeup' box.  player passing closer than distance activates grabber (def: 64)
"bdist"  - radius of 'attack' box.  player passing into this gets a swipe.  (def: 32)
"health" - how much damage grabber can take after 'wakeup' (def: 100)
"range"  - when attacking, how far from the origin the grabber can strike (def: 64)
"dmg"    - max damage to give on a successful strike (def: 10)
"wait"   - how long to wait between strikes if the player stays within the 'attack' box (def: see below)

If you do not set a "wait" value, then it will default to the duration of the animations.  (so since the first attack animation is 11 frames long and plays at 15 fps, the default wait after using attack 1 would be 11/15, or 0.73 seconds)

grabber media:
model - "models/misc/grabber/grabber.md3"
wake sound - "models/misc/grabber/grabber_wake.wav"
attack sound - "models/misc/grabber/grabber_attack.wav"
pain sound - "models/misc/grabber/grabber_pain.wav"

The current frames are:
first frame
|   length
    |   looping frames
        |   fps
            |   damage at frame
                |
0   6   6   5   0  (main idle)
5   21  21  7   0  (random idle)
25  11  10  15  7  (attack big swipe)
35  16  0   15  6  (attack small swipe)
50  16  0   15  7  (attack grab)
66  1   1   15  0  (starting position)

*/

/*QUAKED misc_spotlight (1 0 0) (-16 -16 -16) (16 16 16) START_ON BACK_AND_FORTH
"target" - .camera (spline) file for light to track.  do not specify file extension.

BACK_AND_FORTH - when end of target spline is hit, reverse direction rather than looping (looping is default)
( /\ not active yet /\ )
*/

/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
"model" arbitrary .md3 file to display
"modelscale" scale multiplier (defaults to 1x)
"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)

"modelscale_vec" - Set scale per-axis.  Overrides "modelscale", so if you have both, the "modelscale" is ignored
*/

/*QUAKED misc_gamemodel (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD
md3 placed in the game at runtime (rather than in the bsp)
"model" arbitrary .md3 file to display
"modelscale" scale multiplier (defaults to 1x, and scales uniformly)
"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
"trunk" diameter of solid core (used for trace visibility and collision (not ai pathing))
"trunkheight" height of trunk
ORIENT_LOD - if flagged, the entity will yaw towards the player when the LOD switches

"modelscale_vec" - Set scale per-axis.  Overrides "modelscale", so if you have both, the "modelscale" is ignored

*/

/*QUAKED misc_vis_dummy (1 .5 0) (-8 -8 -8) (8 8 8)
If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not.
This entity itself is never visible or transmitted to clients.
For safety, you should have each dummy only point at one entity (however, it's okay to have many dummies pointing at one entity)
*/

/*QUAKED misc_vis_dummy_multiple (1 .5 0) (-8 -8 -8) (8 8 8)
If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not.
This entity itself is never visible or transmitted to clients.
This entity was created to have multiple speakers targeting it
*/

/*QUAKED misc_light_surface (1 .5 0) (-8 -8 -8) (8 8 8)
The surfaces nearest these entities will be the only surfaces lit by the targeting light
This must be within 64 world units of the surface to be lit!
*/

/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
*/

/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view.
"roll" an angle modifier to orient the camera around the target vector;
*/

/*QUAKED shooter_mortar (1 0 0) (-16 -16 -16) (16 16 16) SMOKE_FX FLASH_FX
Lobs a mortar so that it will pass through the info_notnull targeted by this entity
"random" the number of degrees of deviance from the target. (1.0 default)
if LAUNCH_FX is checked a smoke effect will play at the origin of this entity.
if FLASH_FX is checked a muzzle flash effect will play at the origin of this entity.
*/

/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" the number of degrees of deviance from the target. (1.0 default)
*/

/*QUAKED shooter_zombiespit (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" the number of degrees of deviance from the target. (1.0 default)
*/

/*QUAKED shooter_tesla (1 0 0) (-16 -16 -16) (16 16 16) START_ON DLIGHT
START_ON means it starts out active, the default is to start off and fire when triggered
DLIGHT will have a built-in dlight flashing too (use color picker to set color of dlight. (def: blue) )

"sticktime" - how long each bolt should 'stick' to an impact point (def: .5)
"random" - how far away to drift from the target. (def: 0.0)
"width" - width of the bolts (def: 20)
"count" - number of bolts to fire per impact point.  (def: 2)
"dlightsize" - how big to make the attached light.  (def: 500)
*/

/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the target. (1.0 default)
*/

/*QUAKED shooter_sniper (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the target. (1.0 default)
"damage" the amount of damage sniper will cause when he hits his target default is 10
"radius" is the dist the target would need to travel before sniper lost his beat default 256
"delay" is the rate of fire defaults to 1 sec
*/

/*QUAKED sniper_brush (1 0 0) ?
this should be a volume that will encompase the area where the sniper target assigned to the
brush would fire at the player
*/

/*QUAKED corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF
Use color picker to set color or key "color".  values are 0.0-1.0 for each color (rgb).
"scale" will designate a multiplier to the default size.  (so 2.0 is 2xdefault size, 0.5 is half)
*/

/*QUAKED dlight (0 1 0) (-12 -12 -12) (12 12 12) FORCEACTIVE STARTOFF ONETIME
"style": value is an int from 1-19 that contains a pre-defined 'flicker' string.
"stylestring": set your own 'flicker' string.  (ex. "klmnmlk"). NOTE: this should be all lowercase
Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
"offset": change the initial index in a style string.  So val of 3 in the above example would start this light at 'N'.  (used to get dlights using the same style out of sync).
"atten": offset from the alpha values of the stylestring.  stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy"
Use color picker to set color or key "color".  values are 0.0-1.0 for each color (rgb).
FORCEACTIVE - toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0.
STARTOFF - means the dlight doesn't spawn in until ent is triggered
ONETIME - when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again
"shader" name of shader to apply
"sound" sound to loop every cycle (this actually just plays the sound at the beginning of each cycle)

styles:
1 - "mmnmmommommnonmmonqnmmo"
2 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 - "ma"
5 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 - "nmonqnmomnmomomono"
7 - "mmmaaaabcdefgmmmmaaaammmaamm"
8 - "aaaaaaaazzzzzzzz"
9 - "mmamammmmammamamaaamammma"
10 - "abcdefghijklmnopqrrqponmlkjihgfedcba"
11 - "mmnommomhkmmomnonmmonqnmmo"
12 - "kmamaamakmmmaakmamakmakmmmma"
13 - "kmmmakakmmaaamammamkmamakmmmma"
14 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm"
15 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm"
16 - "zzzzzzzzaaaaaaaa"
17 - "zzzzzzzzaaaaaaaaaaaaaaaa"
18 - "aaaaaaaazzzzzzzzaaaaaaaa"
19 - "aaaaaaaaaaaaaaaazzzzzzzz"
*/

/*QUAKED misc_snow256 (1 0 0) (-256 -256 -16) (256 256 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_snow128 (1 0 0) (-128 -128 -16) (128 128 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_snow64 (1 0 0) (-64 -64 -16) (64 64 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_snow32 (1 0 0) (-32 -32 -16) (32 32 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_bubbles8 (1 0 0) (-8 -8 0) (8 8 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_bubbles16 (1 0 0) (-16 -16 0) (16 16 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_bubbles32 (1 0 0) (-32 -32 0) (32 32 16) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_bubbles64 (1 0 0) (-64 -64 0) (64 64 64) TURBULENT
health = density defaults to 32
*/

/*QUAKED misc_mg42 (1 0 0) (-16 -16 -24) (16 16 24) HIGH NOTRIPOD
harc = horizonal fire arc Default is 115
varc = vertical fire arc Default is 45
health = how much damage can it take default is 50
damage = determines how much the weapon will inflict if a non player uses it
"accuracy" all guns are 100% accurate an entry of 0.5 would make it 50%
*/

/*QUAKED misc_flak (1 0 0) (-32 -32 0) (32 32 100)
*/

/*QUAKED misc_spawner (.3 .7 .8) (-8 -8 -8) (8 8 8)
use the pickup name
  when this entity gets used it will spawn an item
that matches its spawnitem field
e.i.
spawnitem
9mm
*/

/*QUAKED misc_firetrails (.4 .9 .7) (-16 -16 -16) (16 16 16)
This entity must target the plane its going to be attached to

  its use function will turn the fire stream effect on and off

  an alert entity call will kill it
*/

///
///
///

/*QUAKED func_door (0 .5 .8) ? START_OPEN TOGGLE CRUSHER TOUCH SHOOT-THRU
TOGGLE      wait in both the start and end states for a trigger event.
START_OPEN  the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER   monsters will not trigger this door
SHOOT-THRU Bullets don't stop when they hit the door.  Set "shoot_thru_scale" with bullet damage scale (see below)

"key"       -1 for locked, key number for which key opens, 0 for open.  default '0' unless door is targeted.  (trigger_aidoor entities targeting this door do /not/ affect the key status)
"model2"    .md3 model to also draw
"angle"     determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed"     movement speed (100 default)
"closespeed" optional different movement speed for door closing
"wait"      wait before returning (3 default, -1 = never return)
"lip"       lip remaining at end of move (8 default)
"dmg"       damage to inflict when blocked (2 default)
"color"     constantLight color
"light"     constantLight radius
"health"    if set, the door must be shot open
"team" team name.  other doors with same team name will open/close in syncronicity
"shoot_thru_scale" Multiplier for how much damage bullets do that have passed through the door.  Effectively how much damage the door 'absorbs'.  0.0 - 1.0 (0.0 will turn SHOOT-THRU off, 1.0 is full damage)
"type" use sounds based on construction of door:
     0 - nosound (default)
     1 - metal
     2 - stone
     3 - lab
     4 - wood
     5 - iron/jail
     6 - portcullis
     7 - wood (quiet)
*/


/*QUAKED func_plat (0 .5 .8) ?
Plats are always drawn in the extended position so they will light correctly.

"lip" default 8, protrusion above rest position
"height" total height of movement, defaults to model height
"speed" overrides default 200.
"dmg" overrides default 2
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
*/

/*QUAKED func_button (0 .5 .8) ? x x x TOUCH x x STAYOPEN
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.

"model2" .md3 model to also draw
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"color" constantLight color
"light" constantLight radius
*/

/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) STOP END REVERSE
Train path corners.
Target: next path corner and other targets to fire
"targetname" The script uses this name to identify the corner
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner

"count2" used only in conjunction with the truck_cam to control playing of gear changes
*/

/*QUAKED func_train_rotating (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
*** use script_mover instead ***

A train is a mover that moves between path_corner target points.
This train can also rotate along the X Y Z
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.

"model2" .md3 model to also draw
"dmg" default 2
"speed" default 100
"noise" looping sound to play when the train is in motion
"target" next path corner
"color" constantLight color
"light" constantLight radius

On the path corner:
speed    departure speed from that corner
rotate   angle change for X Y Z to next corner
duration duration for angle change (overrides speed)
*/

/*QUAKED func_leaky (0 .5 .8) ?
"type" - leaks particles of this type

1:oil
2:water
3:steam
*/

/*QUAKED func_static (0 .5 .8) ? start_invis pain painEFX
A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"start_invis" will start the entity as non-existant
If targeted, it will toggle existance when triggered

pain will use its target

When using pain you will need to specify the delay time
value of 1 = 1 sec 2 = 2 sec so on...
default is 1 sec you can use decimals
example :
delay
1.27

painEFX will spawn a shards
example:
shard
4
will spawn rubble

shard default is 4

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3,
shard_pebbles = 4
*/

/*QUAKED func_rotating (0 .5 .8) ? START_ON STARTINVIS X_AXIS Y_AXIS
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.

"model2" .md3 model to also draw
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/

/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Normally bobs on the Z axis
"model2" .md3 model to also draw
"height" amplitude of bob (32 default)
"speed" seconds to complete a bob cycle (4 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/

/*QUAKED func_pendulum (0 .5 .8) ?
You need to have an origin brush as part of this entity.
Pendulums always swing north / south on unrotated models.  Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
"model2" .md3 model to also draw
"speed" the number of degrees each way the pendulum swings, (30 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/

/*QUAKED func_door_rotating (0 .5 .8) ? - TOGGLE X_AXIS Y_AXIS REVERSE FORCE STAYOPEN TAKE_KEY
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 (only one axis allowed. If both X and Y are checked, the default of Z will be used).
FORCE door opens even if blocked
TAKE_KEY removes the key from the players inventory
SHOOT-THRU Bullets don't stop when they hit the door.  Set "shoot_thru_scale" with bullet damage scale (see below)

"key"       -1 for locked, key number for which key opens, 0 for open.  default '0' unless door is targeted.  (trigger_aidoor entities targeting this door do /not/ affect the key status)
"model2"    .md3 model to also draw
"degrees"   determines how many degrees it will turn (90 default)
"speed"     movement speed (100 default)
"closespeed" optional different movement speed for door closing
"time"      how many milliseconds it will take to open 1 sec = 1000
"dmg"       damage to inflict when blocked (2 default)
"color"     constantLight color
"light"     constantLight radius
"shoot_thru_scale" Multiplier for how much damage bullets do that have passed through the door.  Effectively how much damage the door 'absorbs'.  0.0 - 1.0 (0.0 will turn SHOOT-THRU off, 1.0 is full damage)
"type" use sounds based on construction of door:
     0 - nosound (default)
     1 - metal
     2 - stone
     3 - lab
     4 - wood
     5 - iron/jail
     6 - portcullis
     7 - wood (quiet)
"team" team name.  other doors with same team name will open/close in syncronicity
*/

/*QUAKED target_effect (0 .5 .8) (-6 -6 -6) (6 6 6) TNT explode smoke rubble gore lowgrav debris
"mass" defaults to 15.  This determines how much debris is emitted when it explodes.  (number of pieces)
"dmg" defaults to 0.  damage radius blast when triggered
"type" - if 'rubble' is specified, this is the model type ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
*/

/*QUAKED func_explosive (0 .5 .8) ? START_INVIS TOUCHABLE USESHADER LOWGRAV NOBLOCKAAS EXPLO DYNOMITE
EXPLO only explosives can damage it rockets grendades etc
DYNOMITE only can be damaged by DY-NO-MITE!
Any brush that you want to explode or break apart.  If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
TOUCHABLE means automatic use on player contact.
USESHADER will apply the shader used on the brush model to the debris.
LOWGRAV specifies that the debris will /always/ fall slowly
"model2" optional md3 to draw over the solid clip brush. As of wolf 1.33, this does not work correctly in moltiplayer. The model always appears at map origin.
"numLivingFrames" - how many frames to loop while the ent is 'alive' (model should have two animations: living->dead. living always starts at frame '0')
"numDeadFrames" - how many frames to play when the ent 'dies' ('nnnFrames' parameters must go together)
"wait" - how long (in seconds) to leave the model after it's 'dead'.  '-1' leaves forever.
NOTE: if you use model2, you must have an origin brush in the explosive with the center of the origin at the origin of the model
"item" - when it explodes, pop this item out with the debirs (use QUAKED name. ex: "item_health_small")
"dmg" - how much radius damage should be done, defaults to 0
"health" - defaults to 100.  If health is set to '0' the brush will not be shootable.
"targetname" - if set, no touch field will be spawned and a remote button or trigger field triggers the explosion.
"scriptname" - script whose death is triggered when the object is destroyed
"type" - type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
"mass" - defaults to 75.  This determines how much debris is emitted when it explodes.  You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16).  So 800 gives the most.
"noise" - sound to play when triggered.  The explosive will default to a sound that matches it's 'type'.  Use the sound name "nosound" (case in-sensitive) if you want it silent.
the default sounds are:
  "wood" - "sound/world/boardbreak.wav"
  "glass" - "sound/world/glassbreak.wav"
  "metal" - "sound/world/metalbreak.wav"
  "gibs" - "sound/player/gibsplit1.wav"
  "brick" - "sound/world/brickfall.wav"
  "stone" - "sound/world/stonefall.wav"
  "fabric" - "sound/world/metalbreak.wav" // (SA) temp
*/
/*
"fxdensity" size of explosion 1 - 100 (default is 10)
*/

/*QUAKED func_invisible_user (.3 .5 .8) ? STARTOFF HAS_USER NO_OFF_NOISE NOT_KICKABLE
when activated will use its target
"delay" - time (in seconds) before it can be used again
"offnoise" - specifies an alternate sound
"cursorhint" - overrides the auto-location of targeted entity (list below)
Normally when a player 'activates' this entity, if the entity has been turned 'off' (by a scripted command) you will hear a sound to indicate that you cannot activate the user.
The sound defaults to "sound/movers/invis_user_off.wav"

NO_OFF_NOISE - no sound will play if the invis_user is used when 'off'
NOT_KICKABLE - kicking doesn't fire, only player activating

"cursorhint" cursor types: (probably more, ask sherman if you think the list is out of date)
they /don't/ need to be all uppercase
HINT_NONE
HINT_PLAYER
HINT_ACTIVATE
HINT_DOOR
HINT_DOOR_ROTATING
HINT_DOOR_LOCKED
HINT_DOOR_ROTATING_LOCKED
HINT_MG42
HINT_BREAKABLE
HINT_BREAKABLE_BIG
HINT_CHAIR
HINT_ALARM
HINT_HEALTH
HINT_TREASURE
HINT_KNIFE
HINT_LADDER
HINT_BUTTON
HINT_WATER
HINT_CAUTION
HINT_DANGER
HINT_SECRET
HINT_QUESTION
HINT_EXCLAMATION
HINT_CLIPBOARD
HINT_WEAPON
HINT_AMMO
HINT_ARMOR
HINT_POWERUP
HINT_HOLDABLE
HINT_INVENTORY
HINT_SCENARIC
HINT_EXIT
HINT_PLYR_FRIEND
HINT_PLYR_NEUTRAL
HINT_PLYR_ENEMY
HINT_PLYR_UNKNOWN
*/

///
///
///

/*QUAKED props_box_32 (1 0 0) (-16 -16 -16) (16 16 16)

*/

/*QUAKED props_box_48 (1 0 0) (-24 -24 -24) (24 24 24)

*/

/*QUAKED props_box_64 (1 0 0) (-32 -32 -32) (32 32 32) 

*/

/*QUAKED props_sparks (.8 .46 .16) (-8 -8 -8) (8 8 8) ELECTRIC
the default direction is strait up use info_no_null for alt direction

delay = how long till next spark effect
wait = life of the spark with some random variance default 1.0 sec
health = random number of sparks upto specified amount default 8

start_size default 8 along the x
end_size default 8 along the y
by changing the size will change the spawn origin of the individual spark
ei 16 x 8 or 24 x 32 would cause the sparks to spawn that many units from
the origin

speed controls how quickly the sparks will travel default is 2
*/

/*QUAKED props_gunsparks (.8 .46 .16) (-8 -8 -8) (8 8 8)
the default direction is strait up use info_no_null for alt direction

this entity must be used to see the effect

"speed" default is 20
"health" number to spawn default is 4
*/

/*QUAKED props_smokedust (.8 .46 .16) (-8 -8 -8) (8 8 8)
health = how many pieces 16 is default
*/

/*QUAKED props_dust (.7 .3 .16) (-8 -8 -8) (8 8 8) WHITE
you should give this ent a target use a not null
or you could set its angles in the editor
*/

/*QUAKED props_bench (.8 .6 .2) ?
requires an origin brush
health = 10 by default
*/

/*QUAKED props_radio (.8 .6 .2) ?
requires an origin brush
health = defaults to 100
*/

/*QUAKED props_radioSEVEN (.8 .6 .2) ?
requires an origin brush
health = defaults to 100

 
  the models dims are
  x 32
  y 136
  z 32

  if you want more explosions you'll need func explosive

  it will fire all its targets upon death
*/

/*QUAKED props_locker_tall (.8 .6 .2) ?
requires an origin brush
*/

/*QUAKED props_chair_chat(.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

*QUAKED props_chair_chatarm(.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_chair_side (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/


/*QUAKED props_chair_hiback (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_chair (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_damageinflictor (.8 .6 .6) (-8 -8 -8) (8 8 8)
this entity when used will cause 9999 damage to all entities it is targeting
then it will be removed
*/

/*QUAKED props_shard_generator (.8 .5 .1) (-4 -4 -4) (4 4 4)

wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
 
shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_desklamp (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_flamebarrel (.8 .6 .2) (-13 -13 0) (13 13 40) SMOKING NOLID OIL -
angle will determine which way the lid will fly off when it explodes

when selecting the OIL spawnflag you have the option of giving it a target
this will ensure that the oil sprite will show up where you want it
( be sure to put it on the floor )
the default is in the middle of the barrel on the floor
*/

/*QUAKED props_crate_64 (.8 .6 .2) (-32 -32 0) (32 32 64)
breakable pushable

  health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_crate_32 (.8 .6 .2) (-16 -16 0) (16 16 32)
breakable pushable

  health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_crate_32x64 (.8 .6 .2) ?
requires an origin brush

breakable NOT pushable

brushmodel only

  health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/


/*QUAKED props_58x112tablew (.8 .6 .2) ?
dimensions are 58 x 112 x 32 (x,y,z)

requires an origin brush

breakable NOT pushable

brushmodel only

  health = default = 10
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_castlebed (.8 .6 .2) ?
dimensions are 112 x 128 x 80 (x,y,z)

requires an origin brush

breakable NOT pushable

brushmodel only

  health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )

shard =
shard_glass = 0,
shard_wood = 1,
shard_metal = 2,
shard_ceramic = 3

*/

/*QUAKED props_snowGenerator (3 2 7) ? TOGGLE_ON ALWAYS_ON
entity brush need to be targeted to an info notnull this
will determine the direction the snow particles will travel.

speed
gravity
turb

count is the number of snowflurries 3 to 5 would be a good number

duration is how long the effect will last 1 is 1 second
*/

/*QUAKED props_FireColumn (.3 .2 .7) (-8 -8 -8) (8 8 8) CORKSCREW SMOKE GRAVITY HALFGRAVITY
this entity will require a target use an infonotnull to specifiy its direction

defaults:
will leave a flaming trail by default
will not be affected by gravity

radius = distance flame will corkscrew from origin
speed = default is 900
duration = default is 3 sec
 
start_size = default is 5
end_size = defaults 7 thru 17
count = defaults 100 thru 500

Pending:   
delay before it happens again use trigger_relay for now
assign a model
*/

/*QUAKED props_ExploPart (.3 .5 .7) (-8 -8 -16) (8 8 16)
"model" will load a discreet model
"noise" will load looping sound for the model
"target" point to an infonotnull to specify dir default will be up
"speed" default to 900

"type"  wood concrete or stone
"count"in the absense of a model count will determine the piece to spawn
for wood:
  it can be one of the following 64 48 32 24 16 8
for concrete:
for stone:
*/

/*QUAKED props_decoration (.6 .7 .7) (-8 -8 0) (8 8 16) STARTINVIS DEBRIS ANIMATE KEEPBLOCK TOUCHACTIVATE LOOPING STARTON
"model2" will specify the model to load

"noise"  the looping sound entity is to make

"type" type of debris ("glass", "wood", "metal", "ceramic", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces

you will need to specify the bounding box for the entity
"high"  default is 4
"wide" default is 4

"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/

/*QUAKED props_decorBRUSH (.6 .7 .7) ? STARTINVIS DEBRIS ANIMATE KEEPBLOCK - LOOPING STARTON
ANIMATE animate on death
STARTON playanimation on death
must have an origin brush

"model2" will specify the model to load

"noise"  the looping sound entity is to make

"type" type of debris ("glass", "wood", "metal", "ceramic", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces

"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/

/*QUAKED props_decoration_scale (.6 .7 .7) (-8 -8 0) (8 8 16) STARTINVIS DEBRIS ANIMATE KEEPBLOCK TOUCHACTIVATE LOOPING STARTON

"modelscale" - Scale multiplier (defaults to 1.0 and scales uniformly)
"modelscale_vec" - Set scale per-axis.  Overrides "modelscale", so if you have both the "modelscale" is ignored

"model2" will specify the model to load

"noise"  the looping sound entity is to make

"type" type of debris ("glass", "wood", "metal", "ceramic", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces

you will need to specify the bounding box for the entity
"high"  default is 4
"wide" default is 4

"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/

/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
"fov" for the skybox default is 90
To have the portal sky fogged, enter any of the following values:
"fogcolor" (r g b) (values 0.0-1.0)
"fognear" distance from entity to start fogging
"fogfar" distance from entity that fog is opaque
*/

/*QUAKED props_statue (.6 .3 .2) (-8 -8 0) (8 8 128) HURT DEBRIS ANIMATE KEEPBLOCK
"model2" will specify the model to load

"noise"  the sound entity is to make

"type" type of debris ("glass", "wood", "metal", "ceramic", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces

you will need to specify the bounding box for the entity
"high"  default is 4
"wide" default is 4

"frames" how many frames of animation to play
"delay" how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec

"damage" amount of damage to be inflicted
*/

/*QUAKED props_statueBRUSH (.6 .3 .2) ? HURT DEBRIS ANIMATE KEEPBLOCK
needs an origin brush

"model2" will specify the model to load

"noise"  the sound entity is to make

"type" type of debris ("glass", "wood", "metal", "ceramic", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces

"frames" how many frames of animation to play
"delay" how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec

THE damage has been disabled at the moment
"damage" amount of damage to be inflicted

*/

/*QUAKED props_footlocker (.6 .7 .3) (-12 -21 -12) (12 21 12) ? NO_JUNK
"noise"  the sound entity is to make upon death
the default sounds are:
  "wood" - "sound/world/boardbreak.wav"
  "glass" - "sound/world/glassbreak.wav"
  "metal" - "sound/world/metalbreak.wav"
  "gibs" - "sound/player/gibsplit1.wav"
  "brick" - "sound/world/brickfall.wav"
  "stone" - "sound/world/stonefall.wav"
  "fabric" - "sound/world/metalbreak.wav" // (SA) temp

"locknoise" the locked sound to play
"wait" denotes how long the wait is going to be before the locked sound is played again default is 1 sec
"health" default is 1

"spawnitem" - will spawn this item unpon death use the pickup_name ei 9mm

"type" - type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
"mass" - defaults to 75.  This determines how much debris is emitted.  You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16).  So 800 gives the most.

"dl_shader" needs to be set the same way as a target_effect

TBD: the spawning of junk still pending and animation when used

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

/*QUAKED props_flamethrower (.6 .7 .3) (-8 -8 -8) (8 8 8) TRACKING
the effect occurs when this entity is used
needs to aim at a info_notnull
"duration" how long the effect is going to last for example 1.2 sec 2.7 sec
"random" how long of a random variance so the effect isnt exactly the same each time for example 1.1 sec or 0.2 sec
"size" valid ranges are 1.0 to 0.1
*/

///
///
///

/*QUAKED script_mover (0.5 0.25 1.0) ? TRIGGERSPAWN SOLID EXPLOSIVEDAMAGEONLY
Scripted brush entity. A simplified means of moving brushes around based on events.
Requires an origin brush.

"modelscale" - Scale multiplier (defaults to 1, and scales uniformly)
"modelscale_vec" - Set scale per-axis.  Overrides "modelscale", so if you have both the "modelscale" is ignored
"model2" optional md3 to draw over the solid clip brush
"scriptname" name used for scripting purposes (like aiName in AI scripting)
"health" optionally make this entity damagable
*/

/*QUAKED script_model_med (0.5 0.25 1.0) (-16 -16 -24) (16 16 64) TriggerSpawn Solid
MEDIUM SIZED scripted entity, used for animating a model, moving it around, etc
SOLID spawnflag means this entity will clip the player and AI, otherwise they can walk
straight through it
"model" the full path of the model to use
"scriptname" name used for scripting purposes (like aiName in AI scripting)
*/

/*QUAKED script_camera (1.0 0.25 1.0) (-8 -8 -8) (8 8 8) TriggerSpawn

  This is a camera entity. Used by the scripting to show cinematics, via special
  camera commands. See scripting documentation.

"scriptname" name used for scripting purposes (like aiName in AI scripting)
*/

/*QUAKED script_multiplayer (1.0 0.25 1.0) (-8 -8 -8) (8 8 8)

  This is used to script multiplayer maps.  Entity not displayed in game.

"scriptname" name used for scripting purposes (REQUIRED=='game_manager')
*/

///
///
///

/*QUAKED worldspawn (0 0 0) ? NO_GT_WOLF NO_STOPWATCH NO_CHECKPOINT
DHM - Nerve :: Worldspawn spawnflags to indicate if a gametype is not supported

Every map should have exactly one worldspawn.
"music"      Music wav file
"gravity"    800 is default gravity
"message"    Text to print during connection process
"ambient"    Ambient light value (must use '_color')
"_color"     Ambient light color (must be used with 'ambient')
"sun"        Shader to use for 'sun' image
"_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 low structural brush density.
"gridsize"   granularity of the light grid created by q3map. Values of three intergers by spaces, represents number of units between grid points in X, Y and Z. Default gridsize is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
"fogclip"    Uses vis to exclude stuff beyond the specified distance. q3map support varies.
"twoMinuteSound_axis"
"twoMinuteSound_allied"
"thirtySecondSound_axis"
"thirtySecondSound_allied"  Use these to override the default round timer sounds (two minute and thirty second warnings). Setting them to 0 disables these sounds.
*/

///
///
///

/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
Gives the activator all the items pointed to.
*/

/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
takes away all the activators powerups.
Used to drop flight powerups into death puts.
*/

/*QUAKED target_delay (1 1 0) (-8 -8 -8) (8 8 8)
"wait" seconds to pause before firing targets.
"random" delay variance, total delay = delay +/- random seconds
*/

/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
"count" number of points to add, default 1

The activator is given this many points.
*/

/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
"message" text to print
If "private", only the activator gets the message.  If no checks, all clients get the message.
*/

/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR VIS_MULTIPLE NO_PVS
"noise" wav file to play

A global sound will play full volume throughout the level.
Activator sounds will play on the player that activated the target.
Global and activator sounds can't be combined with looping.
Normal sounds play each time the target is used.
Looped sounds will be toggled by use functions.
Multiple identical looping sounds will just increase volume without any speed cost.
NO_PVS - this sound will not turn off when not in the player's PVS
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
"random" : wait variance, default is 0
*/

/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
When triggered, fires a laser.  You can either set a target or a direction.
*/

/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
The activator will be teleported away.
*/

/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn't perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
"key" specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means "fire only if I do /not/ have the specified key"
TAKE_KEY removes the key from the players inventory
"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
By default this sound is "sound/movers/doors/default_door_locked.wav"
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/

/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8) kill_user_too
Kills the activator. (default)
If targets, they will be killed when this is fired
"kill_user_too" will still kill the activator when this ent has targets (default is only kill targets, not activator)
*/

/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
Set "message" to the name of this location.
Set "count" to 0-7 for color.
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white

Closest target_location in sight used for the location, if none
in site, closest in distance
*/

/*QUAKED target_fog (1 1 0) (-8 -8 -8) (8 8 8)
color picker chooses color of fog
"distance" sets fog distance.  Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present)
distance value sets the type of fog.  values > 1 are distance fog (ex. 2048), values < 1 are density fog (ex. .0002)
"near" is fog start distance when using distance fog
"time" time it takes to change fog to new value.  default time is 1 sec
*/

/*QUAKED target_counter (1 1 0) (-8 -8 -8) (8 8 8)
Increments the counter pointed to.
"count" is the key for the count value
*/

/*QUAKED target_autosave (1 1 0) (-8 -8 -8) (8 8 8)
saves game to 'autosave.svg' when triggered then dies.
*/

/*QUAKED target_lock (1 1 0) (-8 -8 -8) (8 8 8)
Sets the door to a state requiring key n
"key" is the required key
so:
key:0  unlocks the door
key:-1 locks the door until a target_lock with key:0
key:n  means the door now requires key n
*/

/*QUAKED target_alarm (1 1 0) (-4 -4 -4) (4 4 4)
does nothing yet (effectively a relay right now)
*/

/*QUAKED target_smoke (1 0 0) (-32 -32 -16) (32 32 16) Black White SmokeON Gravity
1 second = 1000
1 FRAME = 100
delay = 100 = one millisecond default this is the maximum smoke that will show up
time = 5000 default before the smoke disipates
duration = 2000 before the smoke starts to alpha
start_size = 24 default
end_size = 96 default
wait = default is 50 the rate at which it will travel up
*/

/*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8)
must have an aiName (or scriptname ???)
must have a target

when used it will fire its targets
"target"  The name of the trigger
"scriptname" This corrisponds to the block
"ainame" like script name but for SP ???
*/

/*QUAKED target_rumble (0 0.75 0.8) (-8 -8 -8) (8 8 8) STARTOFF
wait = default is 2 seconds = time the entity will enable rumble effect
"pitch" value from 1 to 10 default is 5
"yaw"   value from 1 to 10 default is 5

"rampup" how much time it will take to reach maximum pitch and yaw in seconds
"rampdown" how long till effect ends after rampup is reached in seconds

"startnoise" startingsound
"noise"  the looping sound entity is to make
"endnoise" endsound

"duration" the amount of time the effect is to last ei 1.0 sec 3.6 sec
*/

///
///
///

/*QUAKED team_CTF_redplayer (0.5 0 0) (-18 -18 -24) (18 18 48) invulnerable - startdisabled
Only in CTF games.  Red players spawn here at game start.

As of wolf version 1.32 using alertentity on the player start points and spawn
points targetname toggles it's active/inactive state.
*/

/*QUAKED team_CTF_blueplayer (0 0 0.5) (-18 -18 -24) (18 18 48) invulnerable - startdisabled
Only in CTF games.  Blue players spawn here at game start.

As of wolf version 1.32 using alertentity on the player start points and spawn
points targetname toggles it's active/inactive state.
*/

/*QUAKED team_CTF_redspawn (1 0 0) (-18 -18 -24) (18 18 48) invulnerable startactive
potential spawning position for axis team in wolfdm games. 

If target is set, point spawnpoint toward target activation

As of wolf version 1.32 using alertentity on the player start points and spawn
points targetname toggles it's active/inactive state.
*/

/*QUAKED team_CTF_bluespawn (0 0 1) (-18 -18 -24) (18 18 48) invulnerable startactive
potential spawning position for allied team in wolfdm games. 

If target is set, point spawnpoint toward target activation

As of wolf version 1.32 using alertentity on the player start points and spawn
points targetname toggles it's active/inactive state.
*/

/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
Can be used as an objective in Wolf.

"model" Set model to display in game
"message" Name of object in game (ex: the War Documents)
*/

/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
Can be used as an objective in Wolf.

"model" Set model to display in game
"message" Name of object in game (ex: the War Documents)
*/

/*QUAKED team_WOLF_objective (1 1 0.3) (-16 -16 -24) (16 16 32)
marker for objective

This marker will be used to generate a list of objectives
that players can elect to spawn near in the limbo spawn
screen.

"description" short text key for objective name that
will appear in objective selection in limbo UI.
*/

/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.

It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".

// if spawnpoint flag is set, capture will turn on targeted spawnpoints
// for capture team and turn *off* targeted spawnpoints for opposing team
CP_HOLD spawnflag is possibly for unfinished Capture and Hold mode.

"model" model to use (will use same animations as flagpole however)
"scriptname" name of script which contains allied_capture and axis_capture triggers
*/

///
///
///


/*QUAKED camera_cam (.5 .7 .3) (-8 -8 -8) (8 8 8) ON TRACKING MOVING -
"track" is the targetname of the entity providing the starting direction use an info_notnull
*/

/*QUAKED screen_fade (.3 .7 .9) (-8 -8 -8) (8 8 8)
"wait" duration of fade out
"delay" duration of fade in

  1 = 1 sec
  .5 = .5 sec

defaults are .5 sec
*/

/*QUAKED camera_reset_player (.5 .7 .3) ?
touched will record the players position and fire off its targets and or cameras

used will reset the player back to his last position
*/

///
///
///

/*QUAKED trigger_multiple (.5 .5 .5) ? AI_Touch
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
"random" wait variance, default is 0
Variable sized repeatable trigger.  Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/

/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/

/*QUAKED trigger_push (.5 .5 .5) ? TOGGLE REMOVEAFTERTOUCH PUSHPLAYERONLY
Must point at a target_position, which will be the apex of the leap.
This will be client side predicted, unlike target_push
*/

/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
Pushes the activator in the direction.of angle, or towards a target apex.
"speed" defaults to 1000
if "bouncepad", play bounce noise instead of windfly
*/

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

/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW ONCE
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.

SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage

"dmg" default 5 (whole numbers only)

"life" time this brush will exist if value is zero will live for ever ei 0.5 sec 2.sec
default is zero

the entity must be used first before it will count down its life
*/

/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
This should be renamed trigger_timer...
Repeatedly fires its targets.
Can be turned on or off by using.

"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)

*/

/*QUAKED trigger_once (.5 .5 .5) ? AI_Touch
Must be targeted at one or more entities.
Once triggered, this entity is destroyed
(you can actually do the same thing with trigger_multiple with a wait of -1)
*/

/*QUAKED trigger_deathCheck (.5 .5 .5) ? - GIBFLAG
GIBFLAG entity will never fire its target(s) if aiName entity was gibbed
aiName entity making alertentity call

this entity will test if aiName is in its volume

Must be targeted at one or more entities.
Once triggered, this entity is destroyed
*/

/*QUAKED trigger_aidoor (.5 .5 .5) ?
These entities must be placed on all doors one for each side of the door
this will enable ai's to operate the door and help in preventing ai's and
the player from getting stuck when the door is deciding which way to open
*/


/*QUAKED trigger_flagonly (.5 .5 .5) ? RED_FLAG BLUE_FLAG
Player must be carrying the proper flag for it to trigger.
It will call the "death" function in the object's script.

"scriptName" The object name in the script file

RED_FLAG -- only trigger if player is carrying red flag
BLUE_FLAG -- only trigger if player is carrying blue flag
*/

/*QUAKED trigger_objective_info (.5 .5 .5) ? AXIS_OBJECTIVE ALLIED_OBJECTIVE
Players in this field will see a message saying that they are near an objective.
Also, if targeting a dynamitable objective, the dynamite must be armed inside
of the trigger to blow up the objective.

  "track" Mandatory, this text will be appended to "You are near "
  "target" You may target dynamitable objectives
  "score" If targeting a dynamitable objective, give this score when blown.

  AXIS_OBJECTIVE  -- Set if targeting an objective owned by AXIS, then only
allied dynamite will blow it up.
  ALLIED_OBJECTIVE -- Set if targeting an objective owned by ALLIES, then only
axis dynamite will blow it up.
*/



Offline Teuthis

Re: Which entities got missing from RTCW to ET?
« Reply #2 on: November 20, 2016, 05:20:41 PM »
Thanks. There are some interesting entities in there
Life is a shitty game but the graphic is awesome


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