gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
cvarfilter: either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign.
-------- SPAWNFLAGS --------
-ALIGN_ORIGN: align the origin to the surface below the model
+ALIGN_ORIGIN: align the origin to the surface below the model
ALIGN_BOTTOM: align the bottom of the model to the surface below it
*/
/*QUAKED func_illusionary (0 .5 .8) ?
-NOTE: THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS OR FUNC_CLIENTILLUSIONARY INSTEAD.
+NOTE - THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS OR FUNC_CLIENTILLUSIONARY INSTEAD.
A non-solid brush entity. Use func_wall if you want it solid.
The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
-------- KEYS --------
anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
-------- SPAWNFLAGS --------
-ALIGN_ORIGN: align the origin to the surface below the model
+ALIGN_ORIGIN: align the origin to the surface below the model
ALIGN_BOTTOM: align the bottom of the model to the surface below it
*/
*/
/*QUAKED func_clientwall (0 .5 .8) ?
-NOTE: THIS ENTITY IS IN MOST USE CASES BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE FUNC_WALL INSTEAD.
+NOTE - THIS ENTITY IS IN MOST USE CASES BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE FUNC_WALL INSTEAD.
A client-side solid brush entity. Use func_clientillusionary if you want it non-solid.
-------- KEYS --------
solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice)
netname: list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults
*/
-/*QUAKED func_vectormamamam (0 .5 .8) ? PROJECT_ON_TARGETNORMAL TARGET2NORMAL_IS_DIRECTION TARGET3NORMAL_IS_DIRECTION TARGET4NORMAL_IS_DIRECTION
+/*QUAKED func_vectormamamam (0 .5 .8) ? PROJECT_ON_TARGETNORMAL PROJECT_ON_TARGET2NORMAL PROJECT_ON_TARGET3NORMAL PROJECT_ON_TARGET4NORMAL
Solid entity that moves according to the movement of multiple given entities (max 4)
-------- KEYS --------
target: first reference entity
targetname: name that identifies this entity so it can be triggered
*/
-/*QUAKED nexball_redgoal (1 0 0) ?
+/*QUAKED nexball_redgoal (1 0 0) ? GOAL_TOUCHPLAYER
Red goal. Defended by the red team.
-------- KEYS --------
noise: sound played when a point is scored
GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
*/
-/*QUAKED nexball_bluegoal (0 0 1) ?
+/*QUAKED nexball_bluegoal (0 0 1) ? GOAL_TOUCHPLAYER
Blue goal. Defended by the blue team.
-------- KEYS --------
noise: sound played when a point is scored
GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
*/
-/*QUAKED nexball_yellowgoal (1 1 0) ?
+/*QUAKED nexball_yellowgoal (1 1 0) ? GOAL_TOUCHPLAYER
Yellow goal. Defended by the yellow team. Needs both red and blue goals on the map to work.
-------- KEYS --------
noise: sound played when a point is scored
GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
*/
-/*QUAKED nexball_pinkgoal (1 0 1) ?
+/*QUAKED nexball_pinkgoal (1 0 1) ? GOAL_TOUCHPLAYER
Pink goal. Defended by the pink team. Needs red, blue and yellow goals on the map to work.
-------- KEYS --------
noise: sound played when a point is scored
*/
-/*QUAKED nexball_fault (0.6 0.1 0) ?
+/*QUAKED nexball_fault (0.6 0.1 0) ? GOAL_TOUCHPLAYER
This acts as a goal that always gives points to the opposing team.
-------- KEYS --------
noise: sound played when a point is scored
GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
*/
-/*QUAKED nexball_out (0.1 0.6 0) ?
+/*QUAKED nexball_out (0.1 0.6 0) ? GOAL_TOUCHPLAYER
When the ball touches this, it is returned.
-------- KEYS --------
noise: sound played when a point is scored
warpzone_fadeend: end distance of fading out the warpzone (if viewer is further, warpzone is not rendered at all)
*/
-/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8)
+/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
Background music target (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
When triggered, the background music is switched to the given track.
When targetname is not set, this is the default track of the map.
START_OFF: the trigger is off initially
*/
-/*QUAKED trigger_music (1 0 0) ?
+/*QUAKED trigger_music (1 0 0) ? START_OFF
Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
When triggered, its effect is turned off until triggered again.
-------- KEYS --------